AreWeAntiCheatYet
GameNetworkingSockets
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AreWeAntiCheatYet | GameNetworkingSockets | |
---|---|---|
382 | 35 | |
355 | 7,752 | |
3.9% | 1.3% | |
9.4 | 8.0 | |
6 days ago | 5 days ago | |
TypeScript | C++ | |
MIT License | BSD 3-clause "New" or "Revised" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
AreWeAntiCheatYet
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Microsoft Edge ignores user wishes, slurps tabs from Chrome without permission
I only really play single player, but I have run into this too. This is a great resource to keep track of progress - https://areweanticheatyet.com/
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Bazzite – a Steam0S-like OCI image for desktop, living room, and handheld PCs
It varies by game. https://areweanticheatyet.com/ is an interesting resource for that because they also track announcements by developers about whether or not linux support is eventually planned.
- So you're removing the possible access to play my old games I bought?
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Making the switch - what are the gaps?
Apart from that, Linux gaming is actually there, except for some anticheat enabled games : https://areweanticheatyet.com/
For "normal" games you could look yourself using ProtonDB regarding every game released on Steam and AreWeAntiCheatYet for most multiplayer games. If a game isn't available on Steam you have three possibilities. First if it's available on GOG, Epic Games or Amazon Gaming, you could use the Heroic Games Launcher. Second you could try to run the launchers through Steam itself using once again Proton. Third you could try installing it with a script or tutorial in Lutris or Bottles.
The only caveat to that is online games with anti-cheat. EAC and BattlEye both support Linux but requires studios to tick a box, many of which refuse. Any kernel-layer AC that doesn't have a userspace component will not run on Linux. Can see a list of games and their AC support here.
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Wine 9.0 RC1 – Run Windows Applications on Linux, BSD, Solaris and macOS
> except Multiplayer online games
That's no longer the case. I'd say about now, there are more multiplayer games that you can play, as opposed to ones you can't play.
See: https://areweanticheatyet.com/ as reference, but it's not very up-to-date, so https://www.protondb.com/ would probably be a better reference.
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Are there any major sacrifices you make to play on Linux over Windows?
Nope, just works. There are some games that use invasive kernel-level anticheat that wont work as Linux sensibly blocks anything that shouldn't be messing with the kernel, but I'm not personally interested in those games anyway. EAC and Battleye both support Linux, but requires devs to tick a box, which there's several that can't be bothered.
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5 years ago Valve released Proton forever changing Linux gaming
A surprisingly big number of anti-cheat games work on Proton:
GameNetworkingSockets
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Microsoft wins FTC fight to buy Activision Blizzard
Halo was mostly all about single player and early multiplayer/local multiplayer but their online netcode has sucked since Blood Gulch. Lots of games do networking horribly, I have been in gamedev making networking and I hate most of what people do. The ones that have a clean natting, based on enet style reliable UDP channels, RakNet style punch are better (RakNet was good until Facebook bought it). It has come a long way but also fallen back. Valve source netcode (on github) is probably the best and you can check it out here. They started with the best in Quake networking, then to Source.
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I FIGURED OUT NETWORKING
Keep in mind that if you do go the GodotSteam route, there's GameNetworkingSockets from valve that doesn't have the requirement of needing Steam that you can use for releasing on other platforms. It has the same interface as the Steamworks SDK without requiring the Steamworks SDK.
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Peer to Peer online multiplayer?
Their UDP-but-connection-based game networking protocol can be used completely separetely from Steam (it also supports encryption). I think that does not include their relay networking solution, but still.. maybe it's helpful. They also have a TCP-like interface to make it easy to plug into an existing solution.
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Multiplayer game packaging
If you want to go the route of using a raw protocol and packing your messages yourself, I suggest to at least have a look at Valve's GameNetworkingSockets either for inspiration of what you might need or even to just use the library: https://github.com/ValveSoftware/GameNetworkingSockets
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does it cost money to have a small coop server?
There is early NAT piercing support in Valve's GameNetworkingSockets. Check out:
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What network messaging library do you recommend?
You can also try Valve's GameNetworkingSockets with a serialization of your choice.
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How do modern games solve the NAT issue in multiplayer?
I do wonder if you'd get better performance if the clients connected to an adapter running on the local machine, and those adapters then communicated through the bridge over UDP. Valve made their networking library opensource, so you could just directly use that. It'll do the p2p STUN stuff for you, and if that fails you could route the traffic through your server(s) (and at least it will UDP behind the scenes, so hopefully less acknowledgement latency).
- Epic Online Services gets free cross-play tooling that will support Linux
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Making a multiplayer server
Inconsistencies can be prevented by ensuring the server handles all operations and does so in a given order, then transmits the results to clients. I wrote a little about this for my game Avoyd a long while ago. Clients (including a client running the server) send an edit request via reliable ordered UDP (e.g. using Enet, Raknet, Steam Networking etc.) and the server places these in a single queue then performs the edits and sends the results back also using reliable ordered UDP.
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Which one of these plans should i take to make my game multiplayer?
https://github.com/ValveSoftware/GameNetworkingSockets Works with AND without Steamworks.
What are some alternatives?
nakama - Distributed server for social and realtime games and apps.
ExplorerPatcher - This project aims to enhance the working environment on Windows
netcode.io - A protocol for secure client/server connections over UDP
lutris - Lutris desktop client
libzt - Encrypted P2P sockets over ZeroTier
HeroicGamesLauncher - A games launcher for GOG, Amazon and Epic Games for Linux, Windows and macOS.
Game-Networking-Resources - A Curated List of Game Network Programming Resources [Moved to: https://github.com/ThusWroteNomad/GameNetworkingResources]
GloSC - Tool for using the Steam-Controller as systemwide XInput controller alongside a global overlay [Moved to: https://github.com/Thracky/GlosSI]
Proton - Compatibility tool for Steam Play based on Wine and additional components
vlmcsd - KMS Emulator in C (currently runs on Linux including Android, FreeBSD, Solaris, Minix, Mac OS, iOS, Windows with or without Cygwin)
GlosSI - Note that I am not currently contributing to GlosSI. This fork is only here just in case I do decide to contribute again.
PolyMC - A custom launcher for Minecraft that allows you to easily manage multiple installations of Minecraft at once (Fork of MultiMC)