webrtc-unreliable
specs
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webrtc-unreliable | specs | |
---|---|---|
8 | 13 | |
385 | 2,406 | |
0.8% | 1.2% | |
5.7 | 6.4 | |
21 days ago | 5 days ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | 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.
webrtc-unreliable
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could not find tokio in webrtc_unreliable
The Cargo.toml on GitHub has the optional dependency specified correctly.
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How are rust devs doing?
I use WebRTC for multiplayer, and Rust has a great library (webrtc-unreliable) To be fair, C++ has libdatachannel which I like using too.
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What are the differences between UDP and WebSockets, and which type of games benefit from which?
You can, in theory, get UDP-like characteristics out of a different web API - with a WebRTC datachannel configured to be unreliable and unordered. I haven't seen anybody use that API just because it's a pretty big pain to use. The developer of Agar IO called it too hard to use in a HackerNews comment, but nowadays there's simpler libraries than the ones he had in 2016 like webrtc-unreliable and libdatachannel. You still need to run a STUN/TURN server and the integration is easier than it was back then, but still much harder than raw UDP sockets though.
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Shattersong Online - New Rust MMO Browser platformer in development by former Starbound and Wargroove devs
webrtc-unreliable: Provides an async API to a UDP-like transport over WebRTC
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WebRTC.rs
You can do this today with https://github.com/kyren/webrtc-unreliable
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A pure Rust implementation of WebRTC API.
Take a look at webrtc-unreliable. I haven't tried it, but it claims to implement just a simple subset of webrtc to get udp-like functionality.
specs
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Why ECS pattern is popular in Rust?
The question arises from seeing a plethora of projects using ECS: hecs , Bevy , specs, legion
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Want to learn how to make games with Rust and the Bevy game engine? Now is a great time to jump in with the recently released Bevy version 0.10. I created a Bevy 0.10 beginner tutorial video series for those looking to learn and join our game dev community!
Instead, I'm using now the specs Library. It's a pure ECS library and much less powerful, without any visualization capabilities, but its works for me :)
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Is implementing an ECS in rust a bad idea for a beginner project?
writing an ECS is defined a challenging project, no matter the language or if you're a beginner. although it is entirely possible to write one in Rust, check out specs and bevy_ecs for examples.
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Ecs fundamentally at odds with borrow checker.
specs
- Goggles - A specs-derived DIY library for doing ECS
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Veloren is releasing 0.13!
The official 3d rendering client uses a custom engine called Voxygen. They use Specs for logic.
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How are rust devs doing?
Rust has a delightful ECS library, specs, that I absolutely love. It has safe multi-threaded execution built right in, which is fantastic for the pretty parallelizable work I was doing. Concurrency in C++ is nasty business on the best of days, and I've run into so many nasty bugs with the custom system I've had to build out to fit the web's weird threading model.
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Programming a Rogue-Like with Rust
Man, this Specs [0] library is so strange to me, coming from a Unity background. Is there some sort of comparison as to why one way is better than the other?
[0] https://specs.amethyst.rs/
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Bellclone: a simple 2D game about jumping
Hi everyone - I just picked up one of my long-unfinished side project built with Rust and would like to show it to you here. It's a clone of the famous(?) Winterbells game. It's written entirely in Rust and uses OpenGL and an entity-component-system architecture ([the `specs` crate](https://crates.io/crates/specs)) (still learning), no game engine.
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There are a *lot* of actor framework projects on Cargo.
Wait did the person at your company write specs or something else because they weren't pleased with it? I don't know much about amethyst and vaguely know about entity component systems but I watched a talk on someone making a game with amethyst and was pretty impressed -- it looked thoroughly approachable and I do not doubt the performance is there (since the whole reason you do ECS is performance).
What are some alternatives?
datachannel-rs - Rust wrappers for libdatachannel
bevy - A refreshingly simple data-driven game engine built in Rust
ozz-animation - Open source c++ skeletal animation library and toolset
Amethyst - Data-oriented and data-driven game engine written in Rust
FirebaseRTC - Codelab for building a WebRTC Video chat application using Firebase Cloudstore.
ggez - Rust library to create a Good Game Easily
webrtc - A pure Rust implementation of WebRTC
Crayon - A small, portable and extensible game framework written in Rust.
turbulence - Networking library for games, multiplex reliable and unreliable streams over unreliable datagrams.
piston - A modular game engine written in Rust
hashlink - An updated version of linked-hash-map and friends
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]