quilkin
geckos.io
Our great sponsors
quilkin | geckos.io | |
---|---|---|
7 | 5 | |
1,218 | 1,289 | |
3.0% | 2.1% | |
8.9 | 7.0 | |
2 days ago | 5 months ago | |
Rust | TypeScript | |
Apache License 2.0 | 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.
quilkin
- Release: Quilkin v0.7.0 — a UDP proxy specifically designed for large scale gameservers
- Announcing Quilkin 0.6: A UDP Proxy designed for gameservers
-
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
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?
sozu - Sōzu HTTP reverse proxy, configurable at runtime, fast and safe, built in Rust. It is awesome!
React-Discord-Clone - Discord Clone using React, Node, Express, Socket-IO and Mysql
workers-chat-demo
ggpo - Good Game, Peace Out Rollback Network SDK
gridia
webtransport - WebTransport is a web API for flexible data transport
veloren - An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page.
SkyOffice - Immersive virtual office built with Phaser, React, Redux, PeerJS, and Colyseus.
rathole - A lightweight and high-performance reverse proxy for NAT traversal, written in Rust. An alternative to frp and ngrok.
datagram - In-progress version of draft-ietf-quic-datagram
matchbox - Painless peer-to-peer WebRTC networking for rust wasm (and native!)
joystick-mapper - A Rust library to map joystick input to keyboard, mouse and custom actions