yojimbo
Aquaria
yojimbo | Aquaria | |
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5 | 4 | |
2,382 | 286 | |
1.3% | 2.4% | |
8.8 | 2.3 | |
about 1 month ago | 2 months ago | |
C | C | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 only |
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yojimbo
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Multiplayer Networking Solutions
yojimbo/ netcode/ reliable, all developped by Glenn Fidler, author of GafferOnGames
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"Move all" feature added in inventory. In your face little fudsters. Gaming revolution incoming!
They really just didn't know how to go about building a complex online game or what that entails. At one point they were trying to donate to open source networking projects that were still in development and not production-ready in hopes they'd help them make their game, you'll see them listed as sponsors of yojimbo for example. It was bizarre to watch.
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Handling acks during 1+ second packet loss with Glenn Fiedler's Reliable UDP Solution
I can't remember exactly how best to handle this (Glenn's yojimbo project is probably your best bet for a concrete implementation), but here's an idea: buffer and ACK some packets (e.g. up to N packets following your missing packet) and discard everything else (without ACK) until the missing one shows up. The protocol will then continuously try to send your missing packet, in addition to the packets you've intentionally not ACK'd. Once the missing packet shows up you can process it and any buffered packets up to your next missing packet and repeat.
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I need a good and simple networking library for C++
You may want to take a look at yojimbo , looks like it will fit your requirements pretty well.
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Programming question : Which techniques are used to achieve real-time between players in online openworlds ? (think wow, ff14, teso)
And has his own C++ library for transmitting messages over UDP protocol https://github.com/networkprotocol/yojimbo
Aquaria
- Gmail accepts forged YouTube emails
- Overgrowth: Open-Source Announcement
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Dynamic type systems aren't even simpler - hisham.hm
All code provides and consumes API surfaces (by which I mean, internal API surfaces between modules). For some types of code, like video game entity scripts and cutscene scripts, those API surfaces tend to be stable, straightforward and repetitive. Would this script be improved by rewriting it in TypeScript, bearing in mind that the game has more than four hundred other scripts which are architecturally identical?
What are some alternatives?
netcode.io - A protocol for secure client/server connections over UDP
lang-team - Home of the Rust lang team
ENet-CSharp - Reliable UDP networking library
Craft - A simple Minecraft clone written in C using modern OpenGL (shaders).
KCP - :zap: KCP - A Fast and Reliable ARQ Protocol
lugaru
lsquic - LiteSpeed QUIC and HTTP/3 Library
freegish - A free version of the game Gish
SDLPoP - An open-source port of Prince of Persia, based on the disassembly of the DOS version.
cute_headers - Collection of cross-platform one-file C/C++ libraries with no dependencies, primarily used for games
bitproto - The bit level data interchange format for serializing data structures (long term maintenance).
Provenance - iOS & tvOS multi-emulator frontend, supporting various Atari, Bandai, NEC, Nintendo, Sega, SNK and Sony console systems… Get Started: https://wiki.provenance-emu.com |