henet
inline-c-cpp | henet | |
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- | 11 | |
19 | 8 | |
- | - | |
0.0 | 0.0 | |
over 7 years ago | over 11 years ago | |
Haskell | Haskell | |
MIT License | MIT License |
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.
inline-c-cpp
We haven't tracked posts mentioning inline-c-cpp yet.
Tracking mentions began in Dec 2020.
henet
- ENet: Reliable UDP Networking Library
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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.
What are some alternatives?
missing-foreign - Convenience functions for FFI work in Haskell
H - The full power of R in Haskell.
inline-java - Haskell/Java interop via inline Java code in Haskell modules.
bindings-svm - Low level bindings to libsvm
zeromq-haskell
bindings-DSL - Library and macros to simplify writing Haskell FFI code
haroonga - Low level binding for Groonga.
bindings-sc3 - Haskell bindings to the SuperCollider synthesis engine
hmatrix-gsl-stats - GSL Statistics functions for Haskell hmatrix
bindings-levmar - Low level Haskell bindings to the C levmar (Levenberg-Marquardt) library
inline-c
bindings-gobject - Low level binding supporting GObject and derived libraries