crystalorb VS backroll-rs

Compare crystalorb vs backroll-rs and see what are their differences.

crystalorb

Network-agnostic, high-level game networking library for client-side prediction and server reconciliation (unconditional rollback). (by ErnWong)

backroll-rs

A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode. (by HouraiTeahouse)
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crystalorb backroll-rs
1 3
210 345
- 0.0%
3.2 0.0
over 2 years ago about 1 year ago
Rust Rust
GNU General Public License v3.0 or later ISC License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

crystalorb

Posts with mentions or reviews of crystalorb. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-10-23.

backroll-rs

Posts with mentions or reviews of backroll-rs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-05-06.
  • Choosing a networking library for my game
    8 projects | /r/rust_gamedev | 6 May 2022
    I'll share two other options, of course with numerous caveats on each: - https://github.com/HouraiTeahouse/backroll-rs Looks great for low-latency games - https://partner.steamgames.com/doc/features/multiplayer Steam can be used on non-Steam platforms too, and has official-ish rust bindings but haven't tried this route
  • Bevy 0.6
    24 projects | /r/rust | 8 Jan 2022
    I haven't actually got to the point of trying to implement it in my fighting game engine but Backroll rs is a rust implementation of GGPO https://github.com/HouraiTeahouse/backroll-rs
  • Help wanted with Backroll-rs (new networking library)
    8 projects | /r/rust | 31 May 2021
    Backroll-rs is a brand new networking library based on GGPO dedicated to peer-to-peer Rollback Netcode, for use in fighting games, platform fighters, and other games with less than 8 players that require low latency. We are looking for programmers familiar with Rust to help finish this project. We are 80% of the way completed with this project, but we need more unit tests and debugging to fully finish it.

What are some alternatives?

When comparing crystalorb and backroll-rs you can also consider the following projects:

Client-Side-Prediction - Experiments with Client-Side prediction using unity and Mirror

ggpo - Good Game, Peace Out Rollback Network SDK

laminar - A simple semi-reliable UDP protocol for multiplayer games

rapier - 2D and 3D physics engines focused on performance.

bevy_ggrs - Bevy plugin for the GGRS P2P rollback networking library.

Backroll-rs-test - A macroquad sample project that has rollback

rfcs - Suggest changes to Bevy and view accepted designs

bevy_egui - This crate provides an Egui integration for the Bevy game engine. πŸ‡ΊπŸ‡¦ Please support the Ukrainian army: https://savelife.in.ua/en/

enet-rs - High-level bindings for the ENet networking library (http://enet.bespin.org)

matchbox - Painless peer-to-peer WebRTC networking for rust wasm (and native!)

bevy-kajiya - A plugin to use the kajiya renderer with bevy