henet
Protobuf
henet | Protobuf | |
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10 | 175 | |
8 | 63,843 | |
- | 0.8% | |
0.0 | 10.0 | |
over 10 years ago | 7 days ago | |
Haskell | C++ | |
MIT License | GNU General Public License v3.0 or later |
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.
henet
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Microsoft wins FTC fight to buy Activision Blizzard
Halo was mostly all about single player and early multiplayer/local multiplayer but their online netcode has sucked since Blood Gulch. Lots of games do networking horribly, I have been in gamedev making networking and I hate most of what people do. The ones that have a clean natting, based on enet style reliable UDP channels, RakNet style punch are better (RakNet was good until Facebook bought it). It has come a long way but also fallen back. Valve source netcode (on github) is probably the best and you can check it out here. They started with the best in Quake networking, then to Source.
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Multiplayer Networking Solutions
Enet already talked about in the thread
- What's an actually useful netcode package!
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Porting SDL2 Game to the web, Emscripten tutorial
Probably not. It says Enet runs over UDP, which Web Browsers / WebAssembly / Emscripten don't provide. Web browsers / Emscripten provide TCP only (source). That, and Enet probably calls standard UNIX / Winsock functions, which Emscripten doesn't have. ENet would have to specifically support Emscripten as a target platform.
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Game networking with QUIC
Are you familiar with enet ? It's a popular C library which implements optional reliability on top of UDP.
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HTTP/3 becomes a standard, at last - Networking - Security
The other that is the base of most networking libs today is enet, one of the cleanest C networking libraries you will ever find. The RUDP and channels in it were very nice.
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Making a multiplayer server
Inconsistencies can be prevented by ensuring the server handles all operations and does so in a given order, then transmits the results to clients. I wrote a little about this for my game Avoyd a long while ago. Clients (including a client running the server) send an edit request via reliable ordered UDP (e.g. using Enet, Raknet, Steam Networking etc.) and the server places these in a single queue then performs the edits and sends the results back also using reliable ordered UDP.
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How I Taught the D Programming Language at a Russian University
I find this interesting. Vibe.d is async, but written in a sync fashion (in essence, the async is hidden in the i/o subsystem). For my class with grade-school students, I used enet (http://enet.bespin.org/) with a wrapper I wrote to automatically serialize messages.
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what is the easiest way to add online multiplayer to a voxel game?
A popular simple low level open source reliable UDP library is ENet.
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Speed Dreams needs you! (Call for devs)
-Improve the status of the Online Mode: This mode built with eNet, currently allows to create multiplayer races, but while it works acceptably well in a LAN, over the internet is unplayable presenting a huge lag, among other problems.
Protobuf
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Consistent Hashing: An Overview and Implementation in Golang
protobuf: go get -u google.golang.org/protobuf/proto
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Hitting every branch on the way down
It's because they changed the versioning format: https://github.com/protocolbuffers/protobuf/releases?page=5
But I suppose old version still receive bugfixes.
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Reverse Engineering Protobuf Definitions from Compiled Binaries
For at least 4 years protobuf has had decent support for self-describing messages (very similar to avro) as well as reflection
https://github.com/protocolbuffers/protobuf/blob/main/src/go...
Xgooglers trying to make do on the cheap will just create a Union of all their messages and include the message def in a self-describing message pattern. Super-sensitive network I/O can elide the message def (empty buffer) and any for RecordIO clone well file compression takes care of the definition.
Definitely useful to be able to dig out old defs but protobuf maintainers have surprisingly added useful features so you don’t have to.
Bonus points tho for extracting the protobuf defs that e.g. Apple bakes into their binaries.
- Show HN: AuthWin – Authenticator App for Windows
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Create Production-Ready SDKs With gRPC Gateway
gRPC Gateway is a protoc plugin that reads gRPC service definitions and generates a reverse proxy server that translates a RESTful JSON API into gRPC.
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Create Production-Ready SDKs with Goa
To use more recent versions of protoc in future applications, you can download them from the Protobuf repository.
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Roll your own auth with Rust and Protobuf
Use the Protobuf CLI protoc and the plugin protoc-gen-tonic.
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Add extra stuff to a “standard” encoding? Sure, why not
> didn’t find any standard for separating protobuf messages
The fact that protobufs are not self-delimiting is an endless source of frustration, but I know of 2 standards:
- SerializeDelimited* is part of the protobuf library: https://github.com/protocolbuffers/protobuf/blob/main/src/go...
- Riegeli is "a file format for storing a sequence of string records, typically serialized protocol buffers. It supports dense compression, fast decoding, seeking, detection and optional skipping of data corruption, filtering of proto message fields for even faster decoding, and parallel encoding": https://github.com/google/riegeli
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Block YouTube Ads on AppleTV by Decrypting and Stripping Ads from Profobuf
It looks like it is in fact universal. Just glancing at the code here, it looks like the tool searches any arbitrary file for bytes that look like encoded protobuf descriptors, specifically looking for bytes that are plausibly the beginning of a FileDescriptorProto message defined here:
https://github.com/protocolbuffers/protobuf/blob/main/src/go...
This takes advantage of the fact that such descriptors are commonly compiled into programs that use protobuf. The descriptors are usually embedded as constant byte arrays. That said, not all protobuf implementations embed the descriptors and those that do often have an option to inhibit such embedding (at the expense of losing some dynamic introspection features).
- How to learn to use protoc in 21 easily infuriating steps
What are some alternatives?
H - The full power of R in Haskell.
FlatBuffers - FlatBuffers: Memory Efficient Serialization Library
bindings-svm - Low level bindings to libsvm
SBE - Simple Binary Encoding (SBE) - High Performance Message Codec
bindings-levmar - Low level Haskell bindings to the C levmar (Levenberg-Marquardt) library
MessagePack - MessagePack implementation for C and C++ / msgpack.org[C/C++]
bindings-sc3 - Haskell bindings to the SuperCollider synthesis engine
cereal - A C++11 library for serialization
bindings-DSL - Library and macros to simplify writing Haskell FFI code
Apache Parquet - Apache Parquet
bindings-libusb - Low level bindings to libusb
Bond - Bond is a cross-platform framework for working with schematized data. It supports cross-language de/serialization and powerful generic mechanisms for efficiently manipulating data. Bond is broadly used at Microsoft in high scale services.