ggpo
rapier
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ggpo | rapier | |
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22 | 39 | |
3,063 | 3,497 | |
- | 4.3% | |
0.0 | 8.1 | |
4 months ago | 17 days ago | |
C++ | Rust | |
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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[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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Help wanted with Backroll-rs (new networking library)
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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Netcode: Explaining how fighting games use delay-based and rollback netcode
Relevant: GGPO, the age-old gold standard of rollback netcode, was recently open-sourced!
https://github.com/pond3r/ggpo
I haven't used it myself yet - mostly because I'd want Haskell bindings first hah
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How would I add ggpo to an unreal engine fighting game?
Here's the documentation. Once you manage to get the source code from the developers and handle all the legal matters, you'll be able to use it to add GGPO to the game and create a new build.
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How do you develop and learn how to make rollback for fighters?
IIRC, the GGPO creator invented rollback. GGPO was open sourced in 2019. You can read the source code here: https://github.com/pond3r/ggpo
- Show HN: PSX Party – Online Multiplayer Playstation 1 Emulator Using WebRTC
rapier
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Xkcd 2916: Machine
Ok, so this uses https://rapier.rs/ which is very cool
Rapier, alongside https://nalgebra.org/ (which it uses underneath) has seriously good documentation and some advanced features like cross-platform determinism (something made hard by the way floating point differs between platforms)
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Code examples: see examples2d, examples3d-f64 and examples3d directories
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What's everyone working on this week (22/2023)?
Still using Rust in a browser-based multiplayer party game I'm working on! I'm using Actix Web for the backend and rapier2d to handle my game's physics. I'm looking to make some more connections amongst the developer / gaming community through my game down the line.
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What libraries does Idris need to increase adoption?
Likewise, see the js bindings of Rapier.
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A Rust client library for interacting with Microsoft Airsim https://github.com/Sollimann/airsim-client
rapier
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Do you consider making a physics engine (for RL) worth it?
Not a direct answer to your question but have you taken a look at Rapier? It doesn't have GPU parallelization but it does have SIMD support and CPU parallelization.
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Open Source C++ Physics Libraries for Dedicated FPS Server?
Other than that, I've heard that Rapier is pretty good for networked games because it's easily serializable and deterministic across different hardwares. It's written in rust but you should be able to find / write bindings.
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Open-sourced fixed-point physics in Godot C#
Nice work! Small question: if your goal is to have deterministic behavior across platforms, couldn't you instead put effort into making deterministic floating point operations instead? Precision loss of fixed point arithmetic can be harsh. Speaking of cross platform deterministic FPA, the only project that I know making use of it is Rapier (https://rapier.rs/), I admit not having dug into it a lot though. I'd love to hear back from you!
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Build a simple 2D physics engine for JavaScript games
A rather more modern physics engine for JS games can be found at https://rapier.rs/. It's written in Rust, compiled to WASM, works for 2D and 3D, and it's fast (well, fast for JS anyway).
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Bevy's Second Birthday
In the short term, Rapier actually has an official Bevy Plugin that they maintain. It adds all of the features you mentioned. Check out their homepage for a feature overview: https://rapier.rs
What are some alternatives?
box2d-wasm - Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules.
bevy - A refreshingly simple data-driven game engine built in Rust
parry - 2D and 3D collision-detection library for Rust.
nakama - Distributed server for social and realtime games and apps.
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
backroll-rs - A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.
gdnative - Rust bindings for Godot 3
geckos.io - 🦎 Real-time client/server communication over UDP using WebRTC and Node.js http://geckos.io
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
Backroll-rs-test - A macroquad sample project that has rollback
three - [abandoned] Totally not inspired Rust 3D library