builder

Multiplayer game framework (by hathora)

Builder Alternatives

Similar projects and alternatives to builder

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better builder alternative or higher similarity.

builder reviews and mentions

Posts with mentions or reviews of builder. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-06-15.
  • Official Stormgate Gameplay Reveal AMA Thread with Frost Giant Studios
    2 projects | /r/Stormgate | 15 Jun 2023
    We have a partnership with Hathora (https://hathora.dev/) so that our infrastructure can scale globally with high performance so we can provide the best user experience possible despite the realities of playing games over the internet. We also have some big plans around using rollback that we've covered elsewhere that we're cautiously optimistic about.
  • Game Development Resources for Intermediate Developers
    2 projects | /r/gamedev | 14 May 2023
    For multiplayer/server-less games, try Hathora
  • Show HN: Building an infinitely scalable multiplayer game
    2 projects | news.ycombinator.com | 4 May 2023
    I cofounded Hathora (https://hathora.dev/) last year and we've been working on making it easier for smaller teams and individual developers to build scalable multiplayer games. We think the serverless model is the simplest approach, allowing you to dynamically provision a new instance of your game server when users or your matchmaker requests a new session.

    We made this .io style demo to showcase this approach, and we're releasing the source code and documentation alongside with it.

  • Multiplayer hosting and scaling
    1 project | /r/gamedev | 25 Mar 2023
    Hey I'm the creator of https://hathora.dev/ which aims to provide a super simple deployment and scaling experience for session-based games. It's based on containers and can deploy any kind of game server. Check it out and see if it meets your needs!
  • Hathora: Serverless cloud platform for multiplayer games
    1 project | news.ycombinator.com | 18 Oct 2022
  • Scalable WebSocket Architecture
    2 projects | dev.to | 28 Sep 2022
    At Hathora, our mission is to make it easier for developers to build, launch, and scale multiplayer games. One of the core technologies we have built is the Hathora Coordinator, which is our fully managed multi-tenant implementation of a Stateful Router.
  • Ask HN: Any solo game developers here?
    7 projects | news.ycombinator.com | 4 Aug 2022
    Hi there! I started a company this year focused on multiplayer server infrastructure. We also built a multiplayer game framework for Typescript that has gotten 400+ stars on Github in the past few months: https://github.com/hathora/hathora

    Would love to connect and exchange notes about multiplayer development -- if you're interested, my email is on my profile.

  • Ask HN: What stack for a multiplayer board game?
    2 projects | news.ycombinator.com | 11 Jul 2022
  • How Do Video Games Stay in Sync? An Intro to the Fascinating Networking O (Cont)
    3 projects | news.ycombinator.com | 28 May 2022
    I've been working on my own realtime networking engine[0] and I think there are a few important points related to network syncing that are not mentioned in this article:

    1) Bandwidth. The users internet can only handle so much network throughput, so for fast paced games (where you're sending data to each client at a rate of 20+ frames per second) it becomes important to optimize your per-frame packet size. This means using techniques like binary encoding and delta compression (only send diffs).

    2) Server infrastructure. For client-server games, latency is going to be a function of server placement. If you only have a single server that is deployed in us-east and a bunch of users want to play with each other in Australia, their experience is going to suffer massively. Ideally you want a global network of servers and try to route users to their closest server.

    3) TCP vs UDP. Packet loss is a very real problem, and you don't want clients to be stuck waiting for old packets to be resent to them when they already have the latest data. UDP makes a major difference in gameplay when dealing with lossy networks.

    [0] https://github.com/hathora/hathora

  • Do you want or plan to make a multiplayer game? What is stopping you?
    1 project | /r/gamedev | 20 May 2022
    I built a bunch of multiplayer games in the past and am now working on a framework to try and make it easier for others to do so: https://github.com/hathora/hathora
  • A note from our sponsor - SaaSHub
    www.saashub.com | 26 Apr 2024
    SaaSHub helps you find the best software and product alternatives Learn more →

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16 days ago

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