goworld VS nano

Compare goworld vs nano and see what are their differences.

goworld

Scalable Distributed Game Server Engine with Hot Swapping in Golang (by xiaonanln)

nano

Lightweight, facility, high performance golang based game server framework (by lonng)
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goworld nano
0 1
2,489 2,652
- -
0.0 3.4
4 months ago 4 months ago
Go Go
Apache License 2.0 MIT 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.
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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.

goworld

Posts with mentions or reviews of goworld. We have used some of these posts to build our list of alternatives and similar projects.

We haven't tracked posts mentioning goworld yet.
Tracking mentions began in Dec 2020.

nano

Posts with mentions or reviews of nano. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-01-16.
  • New ‘Action Roguelike’ C++ Project on GitHub
    3 projects | news.ycombinator.com | 16 Jan 2021
    Couldn't you use just a vanilla Golang (or any other language) microservice for all of this? If you know what you are doing you can have a bulletproof basic service with all of the above up and running in no time, just add your game logic. Most of your requirements are part and parcel of any modern commercial Docker microservice. Never mind that such frameworks already exist, e.g. nano [0] specifically designed for games.

    Scalability is also not an issue. Number of simultaneous players and objects is limited by bandwidth and latency only. There are certainly no barriers to handling multi-million entity databases on any modern server. You're really only limited by how much data you can push out to your users within an update tick. And of course by how much money you're willing to pay for back end compute capacity on an ongoing basis. But those costs are very low these days, especially if you have dedicated servers rather then AWS/Google/Azure.

    I think perhaps the issue is not so much that frameworks don't exist, but rather that no single framework has achieved popularity in the game design community. The indie crowd is not likely to want to, or afford to, run servers for years and years, so the demand is not there. The triple-A studios roll their own.

    [0] https://github.com/lonng/nano

What are some alternatives?

When comparing goworld and nano you can also consider the following projects:

Leaf - A game server framework in Go (golang)

Pitaya - Scalable game server framework with clustering support and client libraries for iOS, Android, Unity and others through the C SDK.

gonet - A Game Server Skeleton in golang.

raylib-go - Go bindings for raylib, a simple and easy-to-use library to enjoy videogames programming.

Ebiten - Ebitengine - A dead simple 2D game engine for Go

nanodrop.io - Free Nano cryptocurrency (XNO) Faucet

g3n - Go 3D Game Engine (http://g3n.rocks)