laminar VS turbulence

Compare laminar vs turbulence and see what are their differences.

laminar

A simple semi-reliable UDP protocol for multiplayer games (by TimonPost)

turbulence

Networking library for games, multiplex reliable and unreliable streams over unreliable datagrams. (by kyren)
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laminar turbulence
5 3
796 253
1.1% 0.8%
3.9 4.2
6 months ago 6 months ago
Rust Rust
GNU General Public License v3.0 or later Apache License 2.0
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.
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.

laminar

Posts with mentions or reviews of laminar. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-05-06.
  • Choosing a networking library for my game
    8 projects | /r/rust_gamedev | 6 May 2022
    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.
  • Looking for help deciding which library to use for networking
    5 projects | /r/rust | 23 Oct 2021
    laminar: networking library used with the amethyst game engine.
  • Crate to build network packets over UDP
    5 projects | /r/rust | 9 Jul 2021
    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.
  • UDP Rust Game Server?
    3 projects | /r/rust | 15 Apr 2021
    For the game packets I would suggest https://github.com/amethyst/laminar.
  • message-io: an event-driven message library to build network applications easy and fast. Now with WebSocket support
    5 projects | /r/rust | 17 Feb 2021
    I think that you are referring to something like laminar or turbulence do.

turbulence

Posts with mentions or reviews of turbulence. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-05-06.
  • Choosing a networking library for my game
    8 projects | /r/rust_gamedev | 6 May 2022
    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.
  • For a multiplayer game that will have browser and mobile app cross-platform, with a client-server architecture, what type of server would you set up?
    1 project | /r/rust_gamedev | 22 Dec 2021
    see https://github.com/kyren/turbulence
  • Shattersong Online - New Rust MMO Browser platformer in development by former Starbound and Wargroove devs
    5 projects | /r/rust | 1 Aug 2021
    turbulence: A networking layer that provides multiplexed data channels (optionally reliable and bandwidth limited) over an unreliable channel.

What are some alternatives?

When comparing laminar and turbulence you can also consider the following projects:

bevy_networking_turbulence - Networking plugin for Bevy engine running on naia-socket and turbulence libraries

uflow - A Rust library providing ordered, mixed-reliability, and congestion-controlled data transfer over UDP

quinn - Async-friendly QUIC implementation in Rust

tokio - A runtime for writing reliable asynchronous applications with Rust. Provides I/O, networking, scheduling, timers, ...

webrtc-unreliable - Just enough hacks to get unreliable unordered WebRTC data channels between a browser and a server

message-io - Fast and easy-to-use event-driven network library.

website - Let's Encrypt Website and Documentation

netcode.io - Reference implementation of netcode.io

hashlink - An updated version of linked-hash-map and friends

backroll-rs - A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.