LiteNetLib | Lite reliable UDP library for Mono and .NET | Networking library

 by   RevenantX C# Version: v1.1.0 License: MIT

kandi X-RAY | LiteNetLib Summary

kandi X-RAY | LiteNetLib Summary

LiteNetLib is a C# library typically used in Telecommunications, Media, Media, Entertainment, Networking applications. LiteNetLib has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

Lite reliable UDP library for .NET Framework 4.7.1, Mono, .NET Core 2.1, .NET Standard 2.0.
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              LiteNetLib has a medium active ecosystem.
              It has 2643 star(s) with 458 fork(s). There are 144 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 5 open issues and 379 have been closed. On average issues are closed in 124 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of LiteNetLib is v1.1.0

            kandi-Quality Quality

              LiteNetLib has 0 bugs and 0 code smells.

            kandi-Security Security

              LiteNetLib has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              LiteNetLib code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              LiteNetLib is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              LiteNetLib releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.
              LiteNetLib saves you 11621 person hours of effort in developing the same functionality from scratch.
              It has 22484 lines of code, 0 functions and 107 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            LiteNetLib Key Features

            No Key Features are available at this moment for LiteNetLib.

            LiteNetLib Examples and Code Snippets

            No Code Snippets are available at this moment for LiteNetLib.

            Community Discussions

            QUESTION

            Handling Coop game physics (character movement, hit...)
            Asked 2019-Nov-28 at 22:07

            I've searched for quiet some time now around the web for a solution to my problem, and couldn't find any sufficient enough resource to help me.

            I'm developing a co-op RPG game in Unity 3D, using the UDP library https://github.com/RevenantX/LiteNetLib , and I managed to do a client-server connection, where I send vector of my player movement (time calculation is not applied- so the server can handle it on its own tick) to the server, and it calculates the new position where the character should be, and afterwards I broadcast to all players the new same vector that I sent to the server so they can also calculate the physics by themselves.

            The problem I'm running into is that the movement seems very laggy and sometimes miscalculated.

            I'm not sure if its due to my local PlayerController script or due to bad network, or bad design where I should actually send the new absolute position of the client.

            I know this is a hard question, I am hoping for some guidelines or expertise of developers who tried to create multiplayer games themselves,

            I should also note, that cheating doesn't concern me because it is a coop game and not a competitive one.

            Thanks in advance for any help.

            Here is a snippet of my local PlayerController code:

            ...

            ANSWER

            Answered 2019-Nov-28 at 22:07

            As I mentioned in my comment, people who still need help with this topic might want to view this demo https://github.com/RevenantX/NetGameExample it demonstrates how to create 2D player sync which can easily be applied for 3D, the code belongs to RevenantX, and it relies on a UDP library which he also created for the community.

            Source https://stackoverflow.com/questions/58352639

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install LiteNetLib

            ( Warning! Master branch can be unstable! ).

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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