netcode.io
FlatBuffers
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netcode.io | FlatBuffers | |
---|---|---|
6 | 48 | |
2,370 | 22,005 | |
1.0% | 0.9% | |
8.6 | 8.7 | |
23 days ago | 5 days ago | |
C | C++ | |
BSD 3-clause "New" or "Revised" License | Apache License 2.0 |
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.
netcode.io
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Multiplayer Networking Solutions
yojimbo/ netcode/ reliable, all developped by Glenn Fidler, author of GafferOnGames
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I just want force-feedback
Man-in-the-middling the netcode. From what I can tell, this would work ... but the packets are encrypted. It appears the netcode is largely based on this library, that they sponsor. There appear to be some differences from the "standard" but there are too many similarities to not have a common ancestor. I got pretty far on this, just to at least verify there was encryption. Even if it is not encrypted, it appears to be a custom protocol.
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What's an actually useful netcode package!
I use netcode.io - if you have read gafferongames posts, this is made by the guy.
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Why is client FPS limited by netcode?
You may not be there yet with your developer skills but if you are curious you can have a look at the netcode source code. I'm not sure if they're still using it since the switch to Lumberyard and Amazon Services but it's a really good and strong codebase: https://github.com/networkprotocol/netcode
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Should I write my game server in C so that I can use the latest version of the netcode protocol?
I found that there is a relatively new protocol called netcode.io that provides UDP-like connection between client-server.
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P2P vs Client Server
If you want to learn more about networking for game in C++, Glenn Fiedler has great articles from the basics to advanced topics: https://www.gafferongames.com/ He also created a library for client-server networking: https://github.com/networkprotocol/netcode (He has a big name in networking, totally recommend reading his articles if you want to learn more about networking)
FlatBuffers
- FlatBuffers – an efficient cross platform serialization library for many langs
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Cap'n Proto 1.0
I don't work at Cloudflare but follow their work and occasionally work on performance sensitive projects.
If I had to guess, they looked at the landscape a bit like I do and regarded Cap'n Proto, flatbuffers, SBE, etc. as being in one category apart from other data formats like Avro, protobuf, and the like.
So once you're committed to record'ish shaped (rather than columnar like Parquet) data that has an upfront parse time of zero (nominally, there could be marshalling if you transmogrify the field values on read), the list gets pretty short.
https://capnproto.org/news/2014-06-17-capnproto-flatbuffers-... goes into some of the trade-offs here.
Cap'n Proto was originally made for https://sandstorm.io/. That work (which Kenton has presumably done at Cloudflare since he's been employed there) eventually turned into Cloudflare workers.
Another consideration: https://github.com/google/flatbuffers/issues/2#issuecomment-...
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Anyone has experience with reverse engineering flatbuffers?
Much more in the discussion of this particular issue onGitHub: flatbuffers:Reverse engineering #4258
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Flatty - flat message buffers with direct mapping to Rust types without packing/unpacking
Related but not Rust-specific: FlatBuffers, Cap'n Proto.
- flatbuffers - FlatBuffers: Memory Efficient Serialization Library
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How do AAA studios make update-compatible save systems?
If json files are a concern because of space, you can always look into something like protobuffers or flatbuffers. But whatever you use, you should try to find a solution where you don't have to think about the actual serialization/deserialization of your objects, and can just concentrate on the data.
- QuickBuffers 1.1 released
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Choosing a protocol for communication between multiple microcontrollers
Or, as an alternative to protobuffers, there's also flatbuffers, which is lighter weight and needs less memory: https://google.github.io/flatbuffers/
- FlatBuffers: FlatBuffers
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Is using Flatbuffers to parse sensor data a bad application of Flatbuffers?
As the title suggests, I am considering using Flatbuffers as a way to parse sensor data that has been stored in local datafiles. The project language is python.
What are some alternatives?
KCP - :zap: KCP - A Fast and Reliable ARQ Protocol
Protobuf - Protocol Buffers - Google's data interchange format
yojimbo - A network library for client/server games written in C++
MessagePack - MessagePack implementation for C and C++ / msgpack.org[C/C++]
libquic - QUIC, a multiplexed stream transport over UDP
MessagePack - MessagePack serializer implementation for Java / msgpack.org[Java]
RakNet - RakNet is a cross platform, open source, C++ networking engine for game programmers.
Cap'n Proto - Cap'n Proto serialization/RPC system - core tools and C++ library
wdt - Warp speed Data Transfer (WDT) is an embeddedable library (and command line tool) aiming to transfer data between 2 systems as fast as possible over multiple TCP paths.
cereal - A C++11 library for serialization
GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
Kryo - Java binary serialization and cloning: fast, efficient, automatic