laminar
netcrab
laminar | netcrab | |
---|---|---|
5 | 2 | |
796 | 10 | |
0.6% | - | |
3.9 | 7.7 | |
7 months ago | 6 months ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | MIT License |
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laminar
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Choosing a networking library for my game
enet - Golden standard, tested and reliable - Not native rust - Does not seem to be popular in rust turbulence - Readme says it is not stable, but last meaningful commit was 1 year ago - Lacking documentation and examples - Not very popular laminar - Last meaningful release was 3 years ago (ignoring changes that fix typos etc.) - Despite this, everywhere (book, readme) there are mentions that it is under "active development" - Created for Amethyst, which is dead. I am kinda fearful that the same thing will happen to this lib. Tachyon - New and not tested in the battle - Many features that other libraries have planned, Tachyon actually has implemented - Lacking documentation (except for one big readme file), tests, examples Quinn - Big, under active development (daily commits), very popular because web development. - Modular, ability to just use core implemetation: quinn-proto - Do i really need TLS certificates and cryptography for my playing with friends game server? - Stream based, I would need to implement recv/send messages on top of it (not that hard tbh) - Only reliable stream and "unreliable" messages.
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Looking for help deciding which library to use for networking
laminar: networking library used with the amethyst game engine.
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Crate to build network packets over UDP
Maybe check out laminar and quinn, which implement custom protocols on top of UDP (quinn implements QUIC), to get an idea on how to do things.
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UDP Rust Game Server?
For the game packets I would suggest https://github.com/amethyst/laminar.
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message-io: an event-driven message library to build network applications easy and fast. Now with WebSocket support
I think that you are referring to something like laminar or turbulence do.
netcrab
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netcrab: a networking tool
Before I get to this project known as netcrab, I thought it'd be fun to share some history from Xbox's past... call it the origin story of this tool. Let's go back in time a little bit. The year was 2012 and I had joined the Xbox console operating system team a year or so before. We'd wrapped up working on one of the last major updates for the Xbox 360 and were well underway with the next project, the thing that would eventually release as the Xbox One.
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A Cautionary Rust Tale About IO Redirection
So there I was, trying to add a feature to netcrab to allow piping input and output to an executed command on the local machine. I'm getting input from a network socket and want to transfer that over to the child process's stdin; and the child process is producing stdout output that I want to send back over the network.
What are some alternatives?
bevy_networking_turbulence - Networking plugin for Bevy engine running on naia-socket and turbulence libraries
rperf - rperf is a Rust-based iperf alternative developed by 3D-P
quinn - Async-friendly QUIC implementation in Rust
tuic - Delicately-TUICed 0-RTT proxy protocol
tokio - A runtime for writing reliable asynchronous applications with Rust. Provides I/O, networking, scheduling, timers, ...
message-io - Fast and easy-to-use event-driven network library.
protocol - Easy protocol definitions in Rust
netcode.io - Reference implementation of netcode.io
tunneler - Tunnel TCP or UDP traffic over TCP, (mutual) TLS or DNS (authoritative server or direct connection), implemented in Rust
uflow - A Rust library providing ordered, mixed-reliability, and congestion-controlled data transfer over UDP