trango-self-hosted
GameNetworkingSockets
trango-self-hosted | GameNetworkingSockets | |
---|---|---|
11 | 35 | |
178 | 7,850 | |
1.1% | 0.9% | |
0.0 | 8.1 | |
over 1 year ago | 7 days ago | |
C++ | C++ | |
GNU General Public License v3.0 only | 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.
trango-self-hosted
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project dead already ?
unable to reach https://web.trango.io and no recent updates in github. Well, guess that's RIP then...
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Trango.io wishes all the Wonder Women out there a very happy Women's Day! 🚺 Don't stop until you get what you are after💪 Signup: 🚀 web.trango.io
Signup: 🚀 web.trango.io
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Security + Privacy = An awesome audio video calling tool🔐 To have both in one click 🚀 web.trango.io
To have both in one click 🚀 web.trango.io
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TRANGO- LAN
Once understood try it on 🚀https://web.trango.io
- Serverless Video Calls and Meetings. P2P, E2E Encrypted, Open Source and Self-Hosted available. Cool fact: If users are on the same local network, your calls and meetings will happen over that network, effectively bypassing the internet (even if using the web version). https://web.trango.io
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Trango brings Serverless Communication between guests and employees. 📲 Check us out now!⬇️ 🚀https://web.trango.io
Check us out now!⬇️ 🚀https://web.trango.io
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Direct audio/video calls, messaging and file sharing now become easy with Trango!📲 🚀Go to: web.trango.io
🚀Go to: web.trango.io
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Use your Local Area Network, and not the internet for HD calls!📶 Click on the link below now!⬇️ 🚀https://web.trango.io #LAN #Internet #directcalls #tango
Click on the link below now!⬇️ 🚀https://web.trango.io
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Dear Android users, we are here with something exciting for you! Trango on desktop: http://web.trango.io Trango on android phones: https://play.google.com/store/apps/details?id=com.bellstone.trango
Trango on desktop: http://web.trango.io
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Self hosted text audio and video conferencing
If you haven't checked out Trnago - I recommend taking a look at it for network only video, voice, chat, etc. https://github.com/trango-io/trango-self-hosted
GameNetworkingSockets
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How are game servers financed
Steam does have a NAT traversal/punchthrough service too. It's apparently usable without Steam according to their README on https://github.com/ValveSoftware/GameNetworkingSockets but honestly the only easy to use implementation I know is in Facepunch.Steamworks which requires a SteamID to initialize
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Microsoft wins FTC fight to buy Activision Blizzard
Halo was mostly all about single player and early multiplayer/local multiplayer but their online netcode has sucked since Blood Gulch. Lots of games do networking horribly, I have been in gamedev making networking and I hate most of what people do. The ones that have a clean natting, based on enet style reliable UDP channels, RakNet style punch are better (RakNet was good until Facebook bought it). It has come a long way but also fallen back. Valve source netcode (on github) is probably the best and you can check it out here. They started with the best in Quake networking, then to Source.
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Steam is very good, but I do wish for more effort in the competition.
There are some general APIs that are tied to Steam, like some networking stuff (even then there's an open source library), but the devs are not required to use any of those. If the devs chose to develop exclusively for steam and use their libraries, then that's their own decision.
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I FIGURED OUT NETWORKING
Keep in mind that if you do go the GodotSteam route, there's GameNetworkingSockets from valve that doesn't have the requirement of needing Steam that you can use for releasing on other platforms. It has the same interface as the Steamworks SDK without requiring the Steamworks SDK.
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Peer to Peer online multiplayer?
Their UDP-but-connection-based game networking protocol can be used completely separetely from Steam (it also supports encryption). I think that does not include their relay networking solution, but still.. maybe it's helpful. They also have a TCP-like interface to make it easy to plug into an existing solution.
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What kind of person do I need to find to get help with this issue?
You can also use the non-Steam parts of that library in any game in case you don't just release on Steam (have a look at https://github.com/ValveSoftware/GameNetworkingSockets )
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Multiplayer game packaging
If you want to go the route of using a raw protocol and packing your messages yourself, I suggest to at least have a look at Valve's GameNetworkingSockets either for inspiration of what you might need or even to just use the library: https://github.com/ValveSoftware/GameNetworkingSockets
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does it cost money to have a small coop server?
There is early NAT piercing support in Valve's GameNetworkingSockets. Check out:
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What network messaging library do you recommend?
You can also try Valve's GameNetworkingSockets with a serialization of your choice.
- The Riftbreaker adds Steam Workshop Support, AMD FSR 2.1 support, Optimized CPU performance and more
What are some alternatives?
mistborn
nakama - Distributed server for social and realtime games and apps.
ZeroTier - A Smart Ethernet Switch for Earth
netcode.io - A protocol for secure client/server connections over UDP
Movim - Movim - Decentralized social platform
libzt - Encrypted P2P sockets over ZeroTier
ParsecSoda - Parsec Soda is a custom open-source game streaming app that integrates with Parsec API and is focused in Host experience.
Game-Networking-Resources - A Curated List of Game Network Programming Resources [Moved to: https://github.com/ThusWroteNomad/GameNetworkingResources]
node-datachannel - Easy to use WebRTC data channels and media transport. libdatachannel node bindings.
Proton - Compatibility tool for Steam Play based on Wine and additional components
GloSC - Tool for using the Steam-Controller as systemwide XInput controller alongside a global overlay [Moved to: https://github.com/Thracky/GlosSI]
GlosSI - Note that I am not currently contributing to GlosSI. This fork is only here just in case I do decide to contribute again.