ggpo
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ggpo | nakama | |
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22 | 40 | |
3,071 | 8,278 | |
- | 2.3% | |
0.0 | 9.0 | |
5 months ago | 5 days ago | |
C++ | Go | |
MIT License | Apache License 2.0 |
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.
ggpo
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Q: How are online games like Street Fighter 6 able to synchronize inputs from two players at a high frame rate? (60fps)
As mentioned in the top comment, rollback and client side prediction is key. One of the more robust and popular libraries that do this specifically for fighting games is GGPO. When it was opened sourced a few years ago it was a fairly big deal as games that used it felt great. Larger studios have their own libraries but the concept is the same. Its worth a look through if you want to implement something on your own.
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Virtual Venerable Vestments - Weekly Discussion Thread, May 8th, 2023
I just did a quick Google so I don't know the exact details, but I think Max said Idol Shodown is running GGPO which, as far as I can tell, is open source.
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2D Fighting Game Engines in 2023
will reply here also in case anyone else wanted an answer. You could use the original C++ library with C++ or any language that interops with C++ (e.g. C#), so that's there for ya if you need
- What was your "Holy crap...This is like, an actual game" moment
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rolled back
Sure thing bud. I guess we'll just keep pretending like Code Mystics, the same people that did the KI netcode, haven't partnered with SNK because SNK realized their shit sucks and they needed external assistance. We'll pretend like the source code for GGPO is hidden away in the recesses of Tony Cannon's mind or that it isn't open and free for anyone to use or that it doesn't have Japanese documentation. We'll pretend like MikeZ didn't implement a version of GGPO in Skullgirls in 2012.
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Lesser known fields or industries?
GGPO is a common implementation and it's all open source if anyone wants to get into the nitty-gritty: https://github.com/pond3r/ggpo
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[Summary] Help wanted with Backroll-rs (new networking library) r/rust
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.
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Why is online so hard for fighting games?
This doesn't work in the comparison to shooters. Shooters operate through a server, while fighting games are peer-to-peer. They only require a server for matchmaking purposes. Doing the peer-to-peer part actually puts fighting game devs at an advantage compared to other genres, as there's libraries and documentation for those libraries to either plug and play a rollback solution or build one buy looking at existing source code complete with solid documentation.
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Rant: I love Street Fighter V ! But I HATE the netcode! Please Capcom! Let SF6 have good netcode!!
GGPO doesn't really solve the biggest problem with SFV's netcode, which is client timesync. It does have code in there to handle it by slowing down the client that's ahead and allowing the client that's behind to catch up, but that doesn't fix the fact that one client consistently gets ahead in the first place, and also means the faster client will see more stuttering or slowdown.
- Honest opinion about rollback netcode
nakama
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Game Server Framework Recommendation
nakama: https://github.com/heroiclabs/nakama
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Next steps for Postgres pluggable storage
To add more detail on the recent work on the ZHeap storage engine. We (Heroic Labs) sponsored work for the Cybertec team to bring it up to date with latest improvements and changes with Postgres' pluggable storage engine:
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Is there anyway to create an “online guild” system in my idle game.
you can do that, but for what platform? html5? windows? android?, the most easiest way is use firestore a service from firebase (offer a free tier), it is the easiest way not the better, other way is use a service like nakama that is more professional and something in the middle can be mmm pocketbase or supabase.
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Starred a game and want to make multi-player like stardew, tips?
I recommend the backend solution called Nakama since you’re using Godot: https://heroiclabs.com/
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Question about Multiplayer Lobby System
You could create all this yourself, or you can use existing solutions which handle all this (and much more I didn't mention). One that I'm aware of that works with Godot is Nakama. They have a paid hosting option, or you can host the application yourself.
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I discover that MMORPG are really hard to make
I read using nakama server for this is convinient. https://heroiclabs.com/
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Recommendations for Tech for 1v1 RTS Indie Game
Does anyone have recommendations on what to use? I've done a bit of research and found https://heroiclabs.com/. It's a bit unclear to me if it actually supports server side state because it talks about 'hosts' a bit, but I think it does...and it seems like you can host it yourself to avoid the $600 a MONTH! pricetag. But any other recommendations? Has anyone used heroic before?
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Is it a bad idea to run everything on a server
You might be interested in Nakama server from https://heroiclabs.com/
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Multiplayer Tic Tac Toe: how to create multiple game rooms
Depending on how much effort you want to put in to this, you might consider something like Nakama: https://github.com/heroiclabs/nakama
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What's the 'best' networking solution for Unity? UNet, Photon/Bolt/Fusion, Mirror, Netcode for GOs?
There have been mentions of Normcore, Fish-Net, and Nakama as well.
What are some alternatives?
backroll-rs - A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.
GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
geckos.io - 🦎 Real-time client/server communication over UDP using WebRTC and Node.js http://geckos.io
LiteNetLib - Lite reliable UDP library for Mono and .NET
rapier - 2D and 3D physics engines focused on performance.
bevy - A refreshingly simple data-driven game engine built in Rust
starboard - Moved to https://github.com/aquasecurity/trivy-operator
webtransport - WebTransport is a web API for flexible data transport
siad - The Sia daemon
joystick-mapper - A Rust library to map joystick input to keyboard, mouse and custom actions
macroquad - Cross-platform game engine in Rust.