https://github.com/agoose77/pyauthserver
Python Multiplayer Game library
Science Score: 26.0%
This score indicates how likely this project is to be science-related based on various indicators:
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○CITATION.cff file
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✓codemeta.json file
Found codemeta.json file -
✓.zenodo.json file
Found .zenodo.json file -
○DOI references
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○Academic publication links
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○Committers with academic emails
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○Institutional organization owner
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○JOSS paper metadata
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○Scientific vocabulary similarity
Low similarity (8.4%) to scientific vocabulary
Repository
Python Multiplayer Game library
Basic Info
- Host: GitHub
- Owner: agoose77
- Language: Python
- Default Branch: master
- Size: 57.4 MB
Statistics
- Stars: 14
- Watchers: 5
- Forks: 5
- Open Issues: 6
- Releases: 4
Metadata Files
README.md
PyAuthServer
Introduction
There is no substantial authoritative networking library in Python that allows any kind of multiplayer game project to be realised without writing the underlying network mechanism itself. Faced with such a challenge, most developers would choose to use another engine (with built-in multiplayer), or remove the feature from the design document.
This project intends to provide a useful Python framework which eliminates the headache in writing and maintaining a networked game. It is designed to be supported by different game engines, with an abstract game layer for gameplay code. Anything in the network library is pure python, and the various XXX_game_system libraries are for engine-specific bindings code. There should not be any engine-specific code in game_system.
User Documentation is currently in development, (see the ReadTheDocs page for code-specific documentation, or the WIKI for higher level concepts and user guides).
Existing features
Based upon the Unreal Architecture, this library is statically typed and offers reliable and unreliable (all unordered) transmission of UDP packets. The Serialiser is based upon struct; everything is fixed type that is sent across the network. (In the event that this is undesirable, you could use JSON with a string variable, but this would be inefficient).
- Automatic "replication" of network attributes from client to server
- Primitive support for game rules which determine the higher lever game logic.
- Automatic "replication" of RPC calls (Function replication for Unreal)
- Broadcasting attribute callbacks (RepNotify for Unreal)
Owner
- Name: Angus Hollands
- Login: agoose77
- Kind: user
- Location: United Kingdom
- Company: 2i2c
- Twitter: agoose77
- Repositories: 230
- Profile: https://github.com/agoose77
Open Source Infrastructure Engineer @ 2i2c. Executable Books core team member. PhD in Nuclear Physics from the University of Birmingham.
GitHub Events
Total
- Watch event: 1
Last Year
- Watch event: 1
Committers
Last synced: about 1 year ago
Top Committers
| Name | Commits | |
|---|---|---|
| agoose77 | g****5@g****m | 578 |
| goosey15@gmail.com | g****5@g****m@4****9 | 208 |
Issues and Pull Requests
Last synced: over 1 year ago
All Time
- Total issues: 11
- Total pull requests: 21
- Average time to close issues: about 1 month
- Average time to close pull requests: less than a minute
- Total issue authors: 5
- Total pull request authors: 2
- Average comments per issue: 0.64
- Average comments per pull request: 0.0
- Merged pull requests: 19
- Bot issues: 0
- Bot pull requests: 0
Past Year
- Issues: 0
- Pull requests: 0
- Average time to close issues: N/A
- Average time to close pull requests: N/A
- Issue authors: 0
- Pull request authors: 0
- Average comments per issue: 0
- Average comments per pull request: 0
- Merged pull requests: 0
- Bot issues: 0
- Bot pull requests: 0
Top Authors
Issue Authors
- DonFlymoor (2)
- SalatielSauer (1)
- AndreMPCosta (1)
- alexcotoranu (1)
- Xylzy (1)
Pull Request Authors
- agoose77 (17)
- DonFlymoor (1)