omnistreams-spec
fuse
omnistreams-spec | fuse | |
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2 | 21 | |
7 | 225 | |
- | - | |
0.0 | 5.3 | |
over 2 years ago | 22 days ago | |
HTML | ||
- | GNU General Public License v3.0 or later |
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omnistreams-spec
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Server-Sent Events: the alternative to WebSockets you should be using
My personal WebSockets vs SSE TL;DR goes something like this:
* If you're on HTTP/2, start with SSE
* If you need to send binary data, use WebSockets
* If you need fast bidi streaming, use WebSockets
* If you need backpressure and multiplexing for WebSockets, use RSocket or omnistreams[1] (one of my projects).
[0]: https://rsocket.io/
[1]: https://github.com/omnistreams/omnistreams-spec
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The WebSocket Handbook
I built omnistreams[0] primarily because of the lack of backpressure in browser WebSockets (lots of background information in that README). It's what fibridge[1] is built on. We've been using it in production for over 2 years, but I never ended up trying to push omnistreams as a thing. I believe the Rust implementation is actually behind the spec a bit, and the spec itself probably needs some work.
At the end of the day I think RSocket is probably the way to go for most people, though the simplicity of omnistreams is still appealing to me.
[0]: https://github.com/omnistreams/omnistreams-spec
[1]: https://iobio.io/2019/06/12/introducing-fibridge/
fuse
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Castle Game Engine Roadmap
Nakama does not have shared parallelism, look at http://fuse.rupy.se for better scalability.
- Unity Tutorial
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SpaceTraders: A multiplayer game built on a free web API
While this seems focused on trading, kinda like EVE (spreadsheet MMO), I think physical action is the real attraction of 3D graphics/audio:
So I made a very scalable MMO protocol: https://github.com/tinspin/fuse
It's event based so analog movement should be compressed, which means headshot FPS are not the target audience. But it works fine with action games that take scalability into concern.
I'm curious how hard people find it to adopt. I'm guessing I need to deliver a good and open game on top of it to see adoption.
- Platform for an online multi player card game?
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Making a multiplayer server
You can tak a look at my multiplayer system if you need inspiration: https://github.com/tinspin/fuse
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3D MMO backend + client
This is the source available server: https://github.com/tinspin/fuse
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Server-Sent Events: the alternative to WebSockets you should be using
You don't need to use Event-Source to use SSE, look at how I implemented it here:
https://github.com/tinspin/fuse/blob/master/res/play.html#L1...
The XHR ready state 3 was wrongly implemented in IE7, they fixed it in IE8.
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Ask HN: Where do you hang out virtually online?
If you just want to play a multiplayer cube drop game and chat you are welcome at http://fuse.rupy.se
You can make rooms but they get the name of the user, so I guess you need to create a user with the name of the topic you're interested in! Xo
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XMPP, a Comeback Story: A Protocol for Robust, Private and Decentralized Comms
I made a better standard for this: https://github.com/tinspin/fuse
But of course it's suffering from this: https://xkcd.com/927/
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Free Multiplayer Puzzle Online
I made a multiplayer game like Dr Mario that is in alpha: http://fuse.rupy.se
What are some alternatives?
editor - Collaborative text editor using operational transformations
Mirror - #1 Open Source Unity Networking Library
overture - Overture is a powerful JS library for building really slick web applications, with performance at, or surpassing, native apps.
nakama - Distributed server for social and realtime games and apps.
wstunnel - Tunnel all your traffic over Websocket or HTTP2 - Bypass firewalls/DPI - Static binary available
pglet - Pglet - build internal web apps quickly in the language you already know!
stable-socket - A web socket that reconnects.
cinny - Yet another matrix client
dom-examples - Code examples that accompany various MDN DOM and Web API documentation pages
vaku - vaku extends the vault api & cli
rupy - HTTP App. Server and JSON DB - Shared Parallel (Atomic) & Distributed