fuse
Mirror
fuse | Mirror | |
---|---|---|
21 | 23 | |
227 | 5,291 | |
- | 1.9% | |
5.3 | 9.8 | |
8 months ago | 6 days ago | |
HTML | C# | |
GNU General Public License v3.0 or later | MIT 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.
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
Mirror
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Release Radar • February 2024 Edition
Woah, over 80 versions 😮! This is a project with over 1,740 releases over the past five years. Mirror is one for the game devs in the room. It's a high level networking library for Unity. Used in some of the top video games, Mirror is used by thousands of game developers around the world. The latest update brings Mirror in line with the latest Unity version, includes better motion smoothing time, and lots more. Check out all the changes in the Mirror changelog.
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What are some big no-nos when designing multiplayer functionality?
https://mirror-networking.com/ (Unity specific, looks nice but don't use unity myself).
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Creating multiplayer VR experiences
Mirror is another option.
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Messing around with Generic Types, Thought I'd share this fun function
Unity's package is, from what I understand, an imitation of Mirror (which is kind of ironic given the name) but I don't know if they have improved it since I last checked. At that point, you might want to consider Mirror instead.
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Spent April learning Unity, started a little dice roller to show off the dice my brother designs
Multiplayer is something I've wanted to try, just so other people can see the dice rolls that each player makes. I found a cool multiplayer library that I hope to try out later, it is called Mirror ... is that what you use? https://github.com/MirrorNetworking/Mirror
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Creating an MMO. (Looking for wisdom)
I'd suggest getting an experienced developer on board, one that has worked with networking before. Multiplayer games are hard to buid. Regarding networking frameworks, I know Mirror for Unity has been tested for an MMO use case. Not sure about Unity's first-party Networked Game Objects solution.
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After updating Mirror, I now have all of these errors...
Are you using AsmDef assembly files? If so make sure you have Mirror.Transports.asmdef referenced in your main (Source folders) asmdef.
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Unreal Engine 5.2 Beta - Procedural Content Generator (PCG)
I dunno why they'd even bother implementing that when mirror did it for free
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Is it hard making a open world multiplayer game as an indie dev?
https://mirror-networking.com/ (Unity specific, looks nice but don't use unity myself).
- GitHub - MirrorNetworking/Mirror: #1 Open Source Unity Networking Library
What are some alternatives?
pglet - Pglet - build internal web apps quickly in the language you already know!
com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
nakama - Distributed server for social and realtime games and apps.
Client-Side-Prediction - Experiments with Client-Side prediction using unity and Mirror
cinny - Yet another matrix client
EpicOnlineTransport - A Transport for Mirror using Epic Online Services
dom-examples - Code examples that accompany various MDN DOM and Web API documentation pages
2D-MMORPG-Youtube - An Open Source 2D MMORPG with Azure (AKS [K8s], CosmosDB and Redis) and Unity Game Engine
vaku - vaku extends the vault api & cli
Riptide - Lightweight C# networking solution for multiplayer games.
rupy - HTTP App. Server and JSON DB - Shared Parallel (Atomic) & Distributed
SimpleUnityTCP - 🖧 Simple Unity Project to show how TCP communication are builded in C# without multi-threading or Unity network (Unet) involved.