datagram
geckos.io
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datagram | geckos.io | |
---|---|---|
3 | 5 | |
29 | 1,279 | |
- | 2.1% | |
0.0 | 7.0 | |
over 1 year ago | 4 months ago | |
Makefile | TypeScript | |
- | BSD 3-clause "New" or "Revised" License |
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.
datagram
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Quiwi - Another QUIC implementation in pure Go
Background: I wanted a secured UDP network for some of my devices (before I knew of WireGuard®) but could not find one that I can customize to support sending unreliable data (e.g. video stream) (before I knew of Datagram extension). quic-go was hard to compile last time I tried and I couldn't use/extend its QUIC APIs as they are under "internal" package. Others I found require C/C++ libraries which are difficult to cross-compile. I really like quiche APIs and even tried its C bindings but, you know, Cgo is not Go.
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Show HN: PSX Party – Online Multiplayer Playstation 1 Emulator Using WebRTC
What do you find hard about setting up a WebRTC server? I hear from users they are able to spin up a Pion DataChannel server in 5 mins (including installing Go)
WebTransport isn’t going to be here soon though, I would be cautious in investing. Stuff like Congestion Control is still a big unknown [0] and we don’t have Datagrams everywhere.
geckos.io
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How to properly scale an IO game?
First, I would try exchange Socket.io over Geckos - https://github.com/geckosio/geckos.io.
- I need a new framework for my game.
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Show HN: Hathora – Multiplayer Game Development Made Easy
I agree the scope is massive. I think a lot of people struggle with figuring out how to even get started with multiplayer dev, and I hope Hathora can be a useful tool for them.
Thanks for linking matchbox - I've been looking into https://github.com/geckosio/geckos.io as a way to integrate WebRTC into Hathora
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Show HN: PSX Party – Online Multiplayer Playstation 1 Emulator Using WebRTC
https://github.com/pion/datachannel looks great! Thank you for sharing your project with the open source community.
I just starred it, it does seem like it'd alleviate a some of the pain. Another similar (more end to end) project I had come across is: geckos.io. This previous HN thread[1] discusses some of the (at least perceived) difficulty with using WebRTC as a "WebSockets but UDP" solution.
I'm not sure I follow the concern about congestion control. UDP doesn't have it either, presumably since if you're building an application that requires such latency sensitivity, you don't mind rolling your own congestion control algorithm that makes most sense given your application's specific needs, right? Pretty much all FPS games do this, as far as I understand.
What are some alternatives?
React-Discord-Clone - Discord Clone using React, Node, Express, Socket-IO and Mysql
ggpo - Good Game, Peace Out Rollback Network SDK
webtransport - WebTransport is a web API for flexible data transport
SkyOffice - Immersive virtual office built with Phaser, React, Redux, PeerJS, and Colyseus.
joystick-mapper - A Rust library to map joystick input to keyboard, mouse and custom actions
among-us-tutorial
quilkin - Quilkin is a non-transparent UDP proxy specifically designed for use with large scale multiplayer dedicated game server deployments, to ensure security, access control, telemetry data, metrics and more.
quiche - 🥧 Savoury implementation of the QUIC transport protocol and HTTP/3
open-saves - Open Saves is a cloud native data store for game development.
quic-go - A QUIC implementation in pure Go