working on godot implementation for yggdrasil-go #1310
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neat idea. |
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Hi, I’m trying to install this project on Windows 11. Steps I followed:
But I get this error: /home/user/project/server.js Node.js v18.16.0 |
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I have just updated the lib too with some improvements for the yggdrasil-go implementation of peering too. I was benchmarking 64 hops and it was really slow, so have optimized the overhead/wait timer for ironwood and added some backoff logic to support large transfers too. On mac I have added sendmsg_x support too so that ios/mac can actually take advantage of hardware offload. For my custom fork I've added a config option to use AES instead of the pre-existing encryption too for hardware acceleration, I was testing the overhead of the other algo and its really slow, but left the config in so you can swap back to default yggdrasil encryption. Windows performance in general is not great but that's a windows socket issue, I did work on improving that to but will need to be done later. The code quality is not guaranteed in any way shape or form. Also in that repo I don't use a TUN interface at all. Its purely for software networking. If you are bored, if my changes are useful take a look. I doubt its compatible with current public yggdrasil peers due to the changes to ironwood. |
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I've been experimenting with yggdrasil with godot and love it. Looking for some feedback if you guys have time?
In short I basically implemented godot networking using yggdrasil, I added CGO support with unit tests, android/ios/mac/windows/linux support for this too, and also modified yggdrasil to support send unreliable via QUIC. (required for games)
The RFC implemented was this:
https://github.com/RevoluPowered/yggdrasil-multiplayer-peer-godot/tree/dev
The code quality is questionable but wondering what you all think? (any advice/feedback/suggestions?)
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