unity-actions
microgravity.io
unity-actions | microgravity.io | |
---|---|---|
18 | 1 | |
892 | 34 | |
0.0% | - | |
1.3 | 10.0 | |
about 1 year ago | 3 months ago | |
Mathematica | JavaScript | |
MIT License | GNU General Public License v3.0 only |
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.
unity-actions
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Show HN: Rivet (YC W23) – Open-Source Game Server Management with Nomad and Rust
> https://game.ci
I don't recommend it.
Game CI has been in development for a long time. It only really supports GitHub Actions. It can't correctly build il2cpp Unity projects. The licenses needed to run it are more expensive than Unity Build Automation / Unity Cloud Build. If you want to automate Unity builds and you don't want to learn the Windows Containers ecosystem, Jenkins and/or Tekton, you should use Unity's service.
CI/CD is a bad choice for most developers, on most platforms, for most clients. That said, it makes sense to do for your backends.
> or (as has happened to us with different game web service/API/middleware providers) they may choose to abruptly deprecate the service upon which you built.
Which service was that? GameSparks? That sucks.
> with inappropriate cloud dev tooling
Well everyone takes their own journey to discover how shitty Lambda, Cognito, CloudFormation and related are.
> with basically any datastore other than Redis you will run in to issues matchmaking
Matchmakers do not have to be complicated.
- Github action para jogos da Unity
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[HELP] Building Unity WebGL projects in Azure Devops CI/CD pipeline
I've been struggling with getting the docker images provided by https://game.ci/ to build his project at all, let alone automating it in a pipeline.
- Share your best indie-dev resource!
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A friend and I have spent way too much time sharing builds so we built this free tool!
https://game.ci/ has fantastic GitHub actions to automate all of this on each PR or push to main etc and then just upload the result of the build as an artifact and job done - takes minutes to setup and you can use your own machine as a self hosted runner to get the same build speed as local builds
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what is your CI/CD pipeline setup and how are you handling larger binaries? are smaller game dev studios just brute forcing through LFS and building for each test?
These guys did a wonderful job at providing a docker-based build environment for Unity, btw: https://game.ci/
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Share the tools you use for game design, coding and narrative
(Someone's built something similar for Unity, but it wasn't as one click when I last looked -- especially since Unity may require licenses.)
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What has been your best game development related investment?
My repositories are on github, so I'm using Github Actions for build automation - I found it really easy to setup compared to other platforms. + There's basically a ready-made action for building with unity - game.ci (although I wrote my own solution for iOS).
- Question for Single Devs using GIT for Version Control...
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.unitypackage creator made with Rust
Game CI seems to be pretty good, given the fact that it is open source and you can fix it if needed
microgravity.io
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Show HN: Rivet (YC W23) – Open-Source Game Server Management with Nomad and Rust
Hey HN!
Rivet is an OSS game server management tool that enables game developers to easily deploy their dedicated servers without any infra experience.
We recently open-sourced Rivet after working on it for the past couple of years. I wanted to share some of my favorite things about our experience building this with the HN community.
My cofounder and I have been building multiplayer games together since middle school for fun (and not much profit [1]). In HS, I stumbled into building the entire infrastructure powering [Krunker.io](http://Krunker.io) (acq by FRVR) & other popular multiplayer web games. After wasting months rebuilding dedicated server infrastructure + DDoS/bot mitigation over and over, we started building Rivet as a side project.
Some interesting tidbits:
- ~99% Rust and a smidgeon of Lua.
- Bolt [2] – Cluster dev & management toolchain for super configurable self-hosted Rivet clusters. It’s way over-engineered.
- The entire repo is usable as a library. Our EE repo uses OSS as a submodule.
- Traefik used as an edge proxy for low-latency UDP, TCP+TLS, & WSS traffic.
- Apache Traffic Server is under-appreciated as a large file cache. Used as an edge Docker pull-through cache to improve cold starts & as a CDN cache to lower our S3 bill.
- ClickHouse used for analytics & game server logs. It’s so simple, I have nothing more to say.
- Serving Docker images with Apache TS is simpler & cheaper than running a Docker pull-through cache.
- Nebula has been rock solid & easy to operate as our overlay network.
- We use Redis Lua scripts for complex, atomic, in-memory operations.
- Obviously, we love Nix.
- We keep a rough SBOM [3].
- Licensed under Apache 2.0 (OSI-approved). We seriously want people to run & tinker with Rivet themselves. We get a lot of questions about this: [4] [5]
Some HN-flavored FAQ:
> Why not build on top of Agones or Kubernetes?
Nomad is simpler & more flexible than Agones/Kubernetes out of the box, which let us get up and running faster. For example, Nomad natively supports multiple task drivers, edge workloads, and runs as a standalone binary.
> [Fly.io](http://Fly.io) migrated off of Nomad, how will you scale?
Nomad can support 2M containers [6]. Some quick math: avg 8 players per lobby * 2M lobbies * 8 regional clusters = ~128M CCU. That’s well above PUBG’s 3.2m CCU peak.
Roblox’s game servers also run on top of Nomad [7]. We’re in good company.
> Are you affected by the recent Nomad BSL relicensing [8]?
Maybe, see [9].
> How do you compare to $X?
Our core goal is to get developers up and running as fast as possible. We provide extra services like our matchmaker [10], CDN [11], and KV [12] to make shipping a fully-fledged multiplayer game require only a couple of lines of code.
No other project provides a comparably accessible, OSS, and comprehensive game server manager.
> Do you handle networking logic?
No. We work with existing tools like FishNet, Mirror, NGO, Unreal & Godot replication, and anything else you can run in Docker.
> Is anyone actually using this?
Yes, we’ve been running in closed beta since Jan ‘22 and currently support millions of MAU across many titles.
[1]: https://github.com/rivet-gg/microgravity.io
[2]: https://github.com/rivet-gg/rivet/tree/main/docs/libraries/b...
[3]: https://github.com/rivet-gg/rivet/blob/main/docs/infrastruct...
[4]: https://github.com/rivet-gg/rivet/blob/main/docs/philosophy/...
[5]: https://github.com/rivet-gg/rivet/blob/main/docs/philosophy/...
[6]: https://www.hashicorp.com/c2m
[7]: https://www.hashicorp.com/case-studies/roblox
[8]: https://www.hashicorp.com/blog/hashicorp-adopts-business-sou...
[9]: https://news.ycombinator.com/item?id=37084825
[10]: https://rivet.gg/docs/matchmaker
[11]: https://rivet.gg/docs/cdn
[12]: https://rivet.gg/docs/kv
What are some alternatives?
NaughtyAttributes - Attribute Extensions for Unity
rivet - The open-source visual AI programming environment and TypeScript library
action-junit-report - Reports junit test results as GitHub Pull Request Check
moddio2 - HTML5 multiplayer game engine
unitypacker - A tool to .unitypackage 📦 from command line.
multiplayer-game - A multiplayer game. Created with Socket.io, Three.js, Node.js, Express, HTML5 and CSS3
godot-game-template - Generic template for Godot games
shoot_game - 🎮 It is a game using HTML5 Canvas and Vanilla JavaScript.
webhook - webhook is a lightweight incoming webhook server to run shell commands
rivet - 🔩 Open-source solution to deploy, scale, and operate your multiplayer game
react-native-code-push - React Native module for CodePush
autobahn-js - WAMP in JavaScript for Browsers and NodeJS