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Updated README.md.
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README.md
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README.md
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<a href="https://discord.com/invite/uV6bfG66Fx">Discord</a>
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</p>
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Netick is a free server-authoritative C#/.NET networking solution for Unity, and, in fact, for all C#-supporting game engines, it's entirely engine-agnostic. Netick is the state-of-the-art networking solution, it's the highest-performing networking solution for Unity, **achieving the lowest bandwidth and CPU usage, shown by** [**open-source benchmarks.**](#technology-and-performance) It’s built with an architecture that’s different from other free solutions. Netick makes building quality and cheat-free multiplayer games easier than ever before. Whether it's a competitive CS-like shooter, a 200-player battle royal, or a survival game, Netick can do it.
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Netick is a free server-authoritative state-sync networking solution for Unity, and, in fact, for all C#-supporting game engines, it's entirely engine-agnostic. Netick is the state-of-the-art networking solution, it's the highest-performing networking solution for Unity, **achieving the lowest bandwidth and CPU usage, shown by** [**open-source benchmarks.**](#technology-and-performance). Built with an architecture that’s different from other solutions, Netick makes writing cheat-free networked games as close to writing single-player games as possible. Whether it's a competitive CS-like shooter, a 200-player battle royal, or a survival game, Netick can do it.
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What makes Netick vastly superior to other networking solutions are four core pillars:
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### Simplicity
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Netick is **very simple**. The API is intuitive and straightforward. Netick makes writing predicted, high-end, and cheat-free networked games as close to writing single-player games as possible. RPCs are almost completely not used, thus simplifying everything. It will no longer feel like you are writing a multiplayer game.
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Netick is **very simple**. The API is intuitive and straightforward. Netick makes writing predicted, high-end, and cheat-free networked games as close to writing single-player games as possible. RPCs are almost completely not used, simplifying everything. It will no longer feel like you are writing a multiplayer game.
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### Consistency
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While other solutions are plagued by internal de-syncs and race conditions, Netick is completely void of any such issues. Netick ensures the entire networked state of the game is synced atomically and fully together in a tick-aligned manner, thus eliminating all race conditions and de-syncs. Your game will also behave the same way for good and bad connections. Netick is the only solution in the market that offers this guarantee. It is designed from the ground up to satisfy this requirement.
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While other solutions are plagued by internal de-syncs and race conditions, Netick is completely void of any such issues. Netick ensures the entire networked state of the game is synced atomically and fully together in a tick-aligned manner, eliminating all race conditions and de-syncs. Your game will also behave the same way for good and bad connections. **Netick is the only solution in the market that offers this guarantee**. It is designed from the ground up to satisfy this requirement.
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### Exceptional Bandwidth Usage
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Netick uses an innovative Delta Snapshots algorithm that achieves the lowest bandwidth usage seen ever, proven by open-source benchmarks. Netick uses 10x higher compression precision than other networking solutions, yet uses less bandwidth.
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Netick uses an innovative Delta Snapshots algorithm that achieves the lowest bandwidth usage seen ever, shown by open-source benchmarks. Netick uses 10x higher compression precision than other networking solutions, yet uses less bandwidth.
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### Radical CPU Performance
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Netick is written with high-performance unmanaged C# code in a data-oriented fashion, achieving an unseen level of performance. Netick is designed to not use any CPU time when something does not move or change. You can have 10K synced objects (non-empty) and use no additional CPU time. Again, Netick is the only solution in the market that does this. This has been referred to as "Dark Magic" by one of our users, it really is magic!
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Netick is written with high-performance unmanaged C# code in a data-oriented fashion, achieving an unseen level of performance. Netick is designed to not use any CPU time when something does not move or change. You can have 10K synced objects (non-empty) and use no additional CPU time. Again, Netick is the only solution in the market that does this. This has been referred to as "Dark Magic" by one of our users.
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## Installation
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## Features
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- Stable, clean, and powerful API.
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- Client-Side Prediction.
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- Full and Partial Delta Snapshots.
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- Snapshot Interpolation.
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- Remote Procedure Calls (RPCs).
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- Stable, clean, and powerful API
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- Client-Side Prediction
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- Full and Partial Delta Snapshots
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- Snapshot Interpolation
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- Remote Procedure Calls (RPCs)
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- Sandboxing
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- Physics Prediction
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- Interest Management [Pro].
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- Lag Compensation [Pro].
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- Code Gen.
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- Zero GC.
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- Interest Management [Pro]
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- Lag Compensation [Pro]
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- Code Gen
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- Zero GC
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And many others.
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### Bandwidth
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Netick 2 uses an innovative state synchronization algorithm that moves multiplayer game development forward. Not only does it achieve the lowest bandwidth usage ever seen, but it also simplifies networked games by ensuring full networked state update atomicity, completely eliminating all network-related race conditions/desyncs. Netick 2 uses a novel approach for Delta Snapshots that makes it possible to use Interest Management and Delta Snapshots together, performatively. This has been unheard of in AAA or indie games, due to the difficulty or impracticality of doing that. However, in Netick 2, it just works.
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Netick 2 uses an innovative state synchronization algorithm that moves multiplayer game development forward. Not only does it achieve the lowest bandwidth usage ever seen, but it also simplifies networked games by ensuring full/atomic networked state synchronization, completely eliminating all netcode-related race conditions/desyncs, making developing networked games very as close to developing single-player games as possible. Netick 2 uses a novel approach for Delta Snapshots that makes it possible to use Interest Management and Delta Snapshots together, in a performant way. This has been unheard of in AAA or indie games, due to the difficulty or impracticality of doing that. However, in Netick 2, it just works.
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Netick also lets you fully sync, predict, and interpolate anything in the game: network properties, collections, etc. This greatly simplifies development for complicated or demanding projects.
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Netick lets you fully sync, predict, and interpolate anything in the game: network properties, collections, etc. This greatly simplifies development for complicated or demanding projects.
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[Source](https://github.com/StinkySteak/unity-netcode-benchmark)
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