pubsub-benchmark
geckos.io
pubsub-benchmark | geckos.io | |
---|---|---|
2 | 5 | |
44 | 1,294 | |
- | 0.9% | |
10.0 | 6.7 | |
over 4 years ago | 8 days ago | |
JavaScript | TypeScript | |
- | BSD 3-clause "New" or "Revised" License |
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.
pubsub-benchmark
- How to properly scale an IO game?
-
5000 Concurrent Users on Electron JS App using Socket IO and AWS
Less of a note on scale and more of a note on websocket tools/abstraction - I was building something similar for an internal tool at work (locally hosted on our server, not on AWS, but very high bandwidth use for client programs). In my application for it, there were a lot of intermediate steps need for Socket.io in comparison to SocketCluster. Additionally, SocketCluster was a little more efficient hardware-wise. This link is a little outdated, but I found similar results when testing myself. That being said, as always, use what works for you!
geckos.io
-
How to properly scale an IO game?
First, I would try exchange Socket.io over Geckos - https://github.com/geckosio/geckos.io.
- I need a new framework for my game.
-
Show HN: Hathora – Multiplayer Game Development Made Easy
I agree the scope is massive. I think a lot of people struggle with figuring out how to even get started with multiplayer dev, and I hope Hathora can be a useful tool for them.
Thanks for linking matchbox - I've been looking into https://github.com/geckosio/geckos.io as a way to integrate WebRTC into Hathora
- I spent the past year building a multiplayer web game in Typescript/Node
-
Show HN: PSX Party – Online Multiplayer Playstation 1 Emulator Using WebRTC
https://github.com/pion/datachannel looks great! Thank you for sharing your project with the open source community.
I just starred it, it does seem like it'd alleviate a some of the pain. Another similar (more end to end) project I had come across is: geckos.io. This previous HN thread[1] discusses some of the (at least perceived) difficulty with using WebRTC as a "WebSockets but UDP" solution.
I'm not sure I follow the concern about congestion control. UDP doesn't have it either, presumably since if you're building an application that requires such latency sensitivity, you don't mind rolling your own congestion control algorithm that makes most sense given your application's specific needs, right? Pretty much all FPS games do this, as far as I understand.
[0] https://github.com/geckosio/geckos.io
What are some alternatives?
React-Discord-Clone - Discord Clone using React, Node, Express, Socket-IO and Mysql
ggpo - Good Game, Peace Out Rollback Network SDK
webtransport - WebTransport is a web API for flexible data transport
SkyOffice - Immersive virtual office built with Phaser, React, Redux, PeerJS, and Colyseus.
datagram - In-progress version of draft-ietf-quic-datagram
joystick-mapper - A Rust library to map joystick input to keyboard, mouse and custom actions
among-us-tutorial
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.
open-saves - Open Saves is a cloud native data store for game development.
matchbox - Painless peer-to-peer WebRTC networking for rust wasm (and native!)
gridia
convert-udp-fslogix - Powershell script helping to migrate Microsoft User Profile Disk VHDs to FSLogix