tachyon-networking
turbulence
tachyon-networking | turbulence | |
---|---|---|
3 | 3 | |
60 | 256 | |
- | 1.6% | |
4.3 | 4.2 | |
over 2 years ago | 6 months ago | |
Rust | Rust | |
MIT 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.
tachyon-networking
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qft: A tool to quickly transfer files over a holepunched P2P connection
https://github.com/gamemachine/tachyon-networking/blob/master/src/tachyon.rs (This is just one file, there are many more as well)
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Choosing a networking library for my game
enet - Golden standard, tested and reliable - Not native rust - Does not seem to be popular in rust turbulence - Readme says it is not stable, but last meaningful commit was 1 year ago - Lacking documentation and examples - Not very popular laminar - Last meaningful release was 3 years ago (ignoring changes that fix typos etc.) - Despite this, everywhere (book, readme) there are mentions that it is under "active development" - Created for Amethyst, which is dead. I am kinda fearful that the same thing will happen to this lib. Tachyon - New and not tested in the battle - Many features that other libraries have planned, Tachyon actually has implemented - Lacking documentation (except for one big readme file), tests, examples Quinn - Big, under active development (daily commits), very popular because web development. - Modular, ability to just use core implemetation: quinn-proto - Do i really need TLS certificates and cryptography for my playing with friends game server? - Stream based, I would need to implement recv/send messages on top of it (not that hard tbh) - Only reliable stream and "unreliable" messages.
- Tachyon - A high performance reliable udp library for games and IPC
turbulence
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Choosing a networking library for my game
enet - Golden standard, tested and reliable - Not native rust - Does not seem to be popular in rust turbulence - Readme says it is not stable, but last meaningful commit was 1 year ago - Lacking documentation and examples - Not very popular laminar - Last meaningful release was 3 years ago (ignoring changes that fix typos etc.) - Despite this, everywhere (book, readme) there are mentions that it is under "active development" - Created for Amethyst, which is dead. I am kinda fearful that the same thing will happen to this lib. Tachyon - New and not tested in the battle - Many features that other libraries have planned, Tachyon actually has implemented - Lacking documentation (except for one big readme file), tests, examples Quinn - Big, under active development (daily commits), very popular because web development. - Modular, ability to just use core implemetation: quinn-proto - Do i really need TLS certificates and cryptography for my playing with friends game server? - Stream based, I would need to implement recv/send messages on top of it (not that hard tbh) - Only reliable stream and "unreliable" messages.
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For a multiplayer game that will have browser and mobile app cross-platform, with a client-server architecture, what type of server would you set up?
see https://github.com/kyren/turbulence
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Shattersong Online - New Rust MMO Browser platformer in development by former Starbound and Wargroove devs
turbulence: A networking layer that provides multiplexed data channels (optionally reliable and bandwidth limited) over an unreliable channel.
What are some alternatives?
qft - Quick Peer-To-Peer UDP file transfer
uflow - A Rust library providing ordered, mixed-reliability, and congestion-controlled data transfer over UDP
magic-wormhole.rs - Rust implementation of Magic Wormhole, with new features and enhancements
laminar - A simple semi-reliable UDP protocol for multiplayer games
enet-rs - High-level bindings for the ENet networking library (http://enet.bespin.org)
quinn - Async-friendly QUIC implementation in Rust
webrtc-unreliable - Just enough hacks to get unreliable unordered WebRTC data channels between a browser and a server
website - Let's Encrypt Website and Documentation
hashlink - An updated version of linked-hash-map and friends
backroll-rs - A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.
goggles