geckos.io
gridia
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geckos.io | gridia | |
---|---|---|
5 | 3 | |
1,289 | 9 | |
2.1% | - | |
7.0 | 0.0 | |
5 months ago | over 1 year ago | |
TypeScript | 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.
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
- I spent the past year building a multiplayer web game in Typescript/Node
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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.
[0] https://github.com/geckosio/geckos.io
gridia
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We Burned Down Players’ Houses in Ultima Online
I've been working on this sort of game for awhile now. Never too seriously, though that will change in 2023. Hardly worth sharing at this point, but I will anyway.
https://hoten.cc/gridia/play/
I need to seriously think about what I want out of this game (more of a mmo game engine), but "UO-like" is definitely top of mind.
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Show HN: Hathora – Multiplayer Game Development Made Easy
When making the netcode for my web game, I highly valued TypeScript support so to get it by default, I defined the message types in TypeScript so they could be used directly[1]. I see that this framework defines its messages in .yml and converts it to types (stored in a folder kept out of source control).
I'm not sure which way is best, but it is very nice to have the feature support of `.d.ts` files when creating complex message types, as opposed to needing to learn a new thing. Clearly if this is going to be a cross-platform (not just web) framework then using TypeScript as the source-of-truth makes far less sense.
Anyway, very impressed with the binary format/delta encoding feature! That's been something that I know I _should_ do but am putting off until I see signs of sending raw JSON being problematic.
[1] https://github.com/connorjclark/gridia/blob/master/src/proto...
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GUI heavy games - what are my options
- All my Preact code is in this folder: https://github.com/connorjclark/gridia-2019-wip/blob/master/src/client/ui/ - Most complex one: https://github.com/connorjclark/gridia-2019-wip/blob/master/src/client/ui/admin-window.tsx - CSS: https://github.com/connorjclark/gridia-2019-wip/blob/master/src/client/styles/main.css
What are some alternatives?
React-Discord-Clone - Discord Clone using React, Node, Express, Socket-IO and Mysql
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.
ggpo - Good Game, Peace Out Rollback Network SDK
builder - Multiplayer game framework
webtransport - WebTransport is a web API for flexible data transport
matchbox - Painless peer-to-peer WebRTC networking for rust wasm (and native!)
SkyOffice - Immersive virtual office built with Phaser, React, Redux, PeerJS, and Colyseus.
rbfx - Lightweight Game Engine/Framework in C++17 with WYSIWYG Editor. Experimental C# bindings.
datagram - In-progress version of draft-ietf-quic-datagram
RmlUi - RmlUi - The HTML/CSS User Interface library evolved
joystick-mapper - A Rust library to map joystick input to keyboard, mouse and custom actions
webview - Tiny cross-platform webview library for C/C++. Uses WebKit (GTK/Cocoa) and Edge WebView2 (Windows).