builder
Fragment Forge
builder | Fragment Forge | |
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23 | 5 | |
541 | 22 | |
0.7% | - | |
7.1 | 0.0 | |
27 days ago | almost 3 years ago | |
Handlebars | GDScript | |
MIT License | GNU Affero General Public License v3.0 |
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.
builder
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Official Stormgate Gameplay Reveal AMA Thread with Frost Giant Studios
We have a partnership with Hathora (https://hathora.dev/) so that our infrastructure can scale globally with high performance so we can provide the best user experience possible despite the realities of playing games over the internet. We also have some big plans around using rollback that we've covered elsewhere that we're cautiously optimistic about.
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Game Development Resources for Intermediate Developers
For multiplayer/server-less games, try Hathora
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Show HN: Building an infinitely scalable multiplayer game
I cofounded Hathora (https://hathora.dev/) last year and we've been working on making it easier for smaller teams and individual developers to build scalable multiplayer games. We think the serverless model is the simplest approach, allowing you to dynamically provision a new instance of your game server when users or your matchmaker requests a new session.
We made this .io style demo to showcase this approach, and we're releasing the source code and documentation alongside with it.
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Multiplayer hosting and scaling
Hey I'm the creator of https://hathora.dev/ which aims to provide a super simple deployment and scaling experience for session-based games. It's based on containers and can deploy any kind of game server. Check it out and see if it meets your needs!
- Hathora: Serverless cloud platform for multiplayer games
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Scalable WebSocket Architecture
At Hathora, our mission is to make it easier for developers to build, launch, and scale multiplayer games. One of the core technologies we have built is the Hathora Coordinator, which is our fully managed multi-tenant implementation of a Stateful Router.
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Ask HN: Any solo game developers here?
Hi there! I started a company this year focused on multiplayer server infrastructure. We also built a multiplayer game framework for Typescript that has gotten 400+ stars on Github in the past few months: https://github.com/hathora/hathora
Would love to connect and exchange notes about multiplayer development -- if you're interested, my email is on my profile.
- Ask HN: What stack for a multiplayer board game?
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How Do Video Games Stay in Sync? An Intro to the Fascinating Networking O (Cont)
I've been working on my own realtime networking engine[0] and I think there are a few important points related to network syncing that are not mentioned in this article:
1) Bandwidth. The users internet can only handle so much network throughput, so for fast paced games (where you're sending data to each client at a rate of 20+ frames per second) it becomes important to optimize your per-frame packet size. This means using techniques like binary encoding and delta compression (only send diffs).
2) Server infrastructure. For client-server games, latency is going to be a function of server placement. If you only have a single server that is deployed in us-east and a bunch of users want to play with each other in Australia, their experience is going to suffer massively. Ideally you want a global network of servers and try to route users to their closest server.
3) TCP vs UDP. Packet loss is a very real problem, and you don't want clients to be stuck waiting for old packets to be resent to them when they already have the latest data. UDP makes a major difference in gameplay when dealing with lossy networks.
[0] https://github.com/hathora/hathora
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Do you want or plan to make a multiplayer game? What is stopping you?
I built a bunch of multiplayer games in the past and am now working on a framework to try and make it easier for others to do so: https://github.com/hathora/hathora
Fragment Forge
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I have created a real life TCG/board game. Which engine should I use to bring it to PC?
As others mentioned, I have created a card game framework on Godot which would fit all your requirements. I also have 2 different games in progress with it. One is like Slay the Spire and the other is a more traditional CCG style, called Fragment Forge. You can use them as reference.
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hypnagonia VS Shader-Wars - a user suggested alternative
2 projects | 29 Oct 2021
Another game based on the same framework
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I created a deckbuilder and spent way more time on my random deck name generator, than I'm willing to admit.
Feel free to grab a playable version from here: https://github.com/db0/Fragment-Forge/releases/tag/v0.6
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I finally added a main screen settings. What do you think?
Absolutely. Here : https://github.com/db0/Fragment-Forge
- I have published the first pre-alpha version of my first game. Try it out and tell me what you think. As always free and open sourced.
What are some alternatives?
adama-lang - A headless spreadsheet document container service.
Godot Card Game Framework - A framework which comes with prepared scenes and classes to kickstart your card game, as well as a powerful scripting engine to use to provide full rules enforcement.
nakama - Distributed server for social and realtime games and apps.
arcomage - Arcomage fan-remake made on Godot Engine v.4.1.x (mono)
godot-open-rpg - Learn to create turn-based combat with this Open Source RPG demo ⚔
gridia
lowtech - The Low-Tech Apple 2e demo
platelet - Dispatch system for emergency volunteer couriers.
among-us-tutorial
boardgame.io - State Management and Multiplayer Networking for Turn-Based Games
game-engine-2d - Planimeter Game Engine 2D - LÖVE-based game engine for Lua