What networking library to use for a multiplayer game #4388
Replies: 6 comments 5 replies
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I found matchbox very nice. They have an example with bevy and ggrs. For a game where you want to constantly sync positions/actions in real time I would not suggest websockets. They can be a lot easier for things like turn based games, but your use case sounds like WebRTC would fit nicely. |
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I suggest building internal library with quinn which is high level QUIC (UDP + TCP mix) protocol implementation which is quite easy to use. |
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wtransport is new! It should even work on the web! |
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Some more suggestions https://github.com/lucaspoffo/renet Tutorial for bevy_ggrs and matchbox |
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You can also try |
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Hello i am wanting to make a multiplayer game using bevy but i am running into the issue of what networking library to use.
The game i'm making must be able to have 100+ players in the same "lobby" and see each other move. i am considering just using normal web-socket's.
libraries i have tried:
I was wondering if any of you have a suggestion for a networking library to use or if i should go ws/tcp?
edit:
noticed that this was on top of search results and is still being actively viewed see https://bevyengine.org/assets/#networking for a list of libraries
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