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https://github.com/revenantx/liteentitysystem

Pure C# HighLevel API for multiplayer games
https://github.com/revenantx/liteentitysystem

csharp dotnet game-development gamedev litenetlib mono multiplayer udp unity

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Pure C# HighLevel API for multiplayer games

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# LiteEntitySystem
Pure C# HighLevel API for multiplayer games using .NET Standard 2.1

[![Made in Ukraine](https://img.shields.io/badge/made_in-ukraine-ffd700.svg?labelColor=0057b7)](https://stand-with-ukraine.pp.ua)

**Discord chat**: [![Discord](https://img.shields.io/discord/501682175930925058.svg)](https://discord.gg/FATFPdy)

[Little Game Example on Unity](https://github.com/RevenantX/LiteEntitySystemUnityExample)

[Documentation](https://revenantx.github.io/LiteEntitySystem/api/LiteEntitySystem.html)

## Build

### [NuGet](https://www.nuget.org/packages/LiteEntitySystem/) [![NuGet](https://img.shields.io/nuget/v/LiteEntitySystem?color=blue)](https://www.nuget.org/packages/LiteEntitySystem/) [![NuGet](https://img.shields.io/nuget/vpre/LiteEntitySystem)](https://www.nuget.org/packages/LiteEntitySystem/#versions-body-tab) [![NuGet](https://img.shields.io/nuget/dt/LiteEntitySystem)](https://www.nuget.org/packages/LiteEntitySystem/)

### [Releases](https://github.com/RevenantX/LiteEntitySystem/releases) [![GitHub (pre-)release](https://img.shields.io/github/release/RevenantX/LiteEntitySystem/all.svg)](https://github.com/RevenantX/LiteEntitySystem/releases)

## Manual installation notices

Please use Roslyn Analyzer (inside AnalyzerBinary) to prevent errors when assigning SyncVars.
Only SyncVar.Value can be changed (never do x = new SyncVar())

## Features

* .NET Standard 2.1 and pure C# (but with some IL magic)
* Can be used with Unity (2021.2 and later), Godot, Monogame or just pure .net
* Can be used for creation any multiplayer game (2d,3d,4d,...)
* Works with Unity IL2CPP
* Epic speed
* Lag compensation
* Serialization of custom types (like strings,lists,arrays,jsons,etc)
* Synchronized variables (with optional notifications on change)
* Client-side prediction
* Client-side spawn prediction (for projectiles)
* Remote procedure calls (RPC) with compile-time checks
* Client input system
* Basic hierarchy system (childs, parent)
* Controllers and Pawns concept
* Interpolation system
* Delta-compressed state synchronization and input
* LZ4 compression of initial world state
* Also works as game logic engine
* LiteNetLib as default transport, but you can implement any other transport

## Dependencies

* LiteNetLib 1.x: https://github.com/RevenantX/LiteNetLib
* LZ4: https://github.com/MiloszKrajewski/K4os.Compression.LZ4

## Support developer
* [!["Buy Me A Coffee"](https://www.buymeacoffee.com/assets/img/custom_images/orange_img.png)](https://www.buymeacoffee.com/revx)

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