open-saves
Open Saves is a cloud native data store for game development. (by googleforgames)
quilkin
Quilkin is a non-transparent UDP proxy specifically designed for use with large scale multiplayer dedicated game server deployments, to ensure security, access control, telemetry data, metrics and more. (by googleforgames)
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open-saves | quilkin | |
---|---|---|
1 | 7 | |
204 | 1,218 | |
2.9% | 2.6% | |
5.0 | 8.9 | |
8 days ago | 1 day ago | |
Go | Rust | |
Apache License 2.0 | 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.
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.
open-saves
Posts with mentions or reviews of open-saves.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-02-23.
quilkin
Posts with mentions or reviews of quilkin.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-02-23.
- Release: Quilkin v0.7.0 — a UDP proxy specifically designed for large scale gameservers
- Announcing Quilkin 0.6: A UDP Proxy designed for gameservers
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How can I get a reverse proxy to work for my Space Engineers game server?
Quilkin should work for this. Set up one client on your VPS, then set up a second client on a host somewhere inside your network. Connect both instances together and have the host on your network forward traffic to the 27016 endpoint
- Announcing Quilkin 0.4.0: Now with Improved CLI, builtin xDS, and GeoIP support
- Show HN: Hathora – Multiplayer Game Development Made Easy
-
DoS Attacks against my Online Game
The firewall would need to be able to handle all the DDoS traffic as well, since your current idea would still pass the game server's IP back to a client. This is doable if you're hosting on a cloud provider and let their firewalls filter the traffic before hitting the game server.
Embark Studios recently open sourced (in alpha) a UDP proxy[1] designed for games that lets you implement a load balancing layer. This allows you to remove servers in the load balancing layer in the event that it comes under attack, allowing the game server to stay up and only having to disconnect a portion of players connected to the attacked loadbalancer. Having a proxy layer is also how Steam protects game servers using the Steam Datagram Relay[2].
[1]: https://github.com/googleforgames/quilkin
- Quilkin: A non-transparent UDP proxy written in Rust
What are some alternatives?
When comparing open-saves and quilkin you can also consider the following projects:
geckos.io - 🦎 Real-time client/server communication over UDP using WebRTC and Node.js http://geckos.io
sozu - Sōzu HTTP reverse proxy, configurable at runtime, fast and safe, built in Rust. It is awesome!