AreWeAntiCheatYet VS GameNetworkingSockets

Compare AreWeAntiCheatYet vs GameNetworkingSockets and see what are their differences.

AreWeAntiCheatYet

A comprehensive and crowd-sourced list of games using anti-cheats and their compatibility with GNU/Linux or Wine. (by AreWeAntiCheatYet)

GameNetworkingSockets

Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption. (by ValveSoftware)
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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
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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

Posts with mentions or reviews of AreWeAntiCheatYet. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-31.

GameNetworkingSockets

Posts with mentions or reviews of GameNetworkingSockets. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-11.
  • Microsoft wins FTC fight to buy Activision Blizzard
    3 projects | /r/gaming | 11 Jul 2023
    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.
  • I FIGURED OUT NETWORKING
    2 projects | /r/godot | 15 Mar 2023
    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.
  • Peer to Peer online multiplayer?
    2 projects | /r/gamedev | 18 Feb 2023
    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.
  • Multiplayer game packaging
    2 projects | /r/gamedev | 16 Jan 2023
    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
  • does it cost money to have a small coop server?
    2 projects | /r/gamedev | 26 Dec 2022
    There is early NAT piercing support in Valve's GameNetworkingSockets. Check out:
  • What network messaging library do you recommend?
    6 projects | /r/cpp | 6 Dec 2022
    You can also try Valve's GameNetworkingSockets with a serialization of your choice.
  • How do modern games solve the NAT issue in multiplayer?
    2 projects | /r/gamedev | 9 Nov 2022
    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
    3 projects | /r/linux_gaming | 17 Jun 2022
  • Making a multiplayer server
    4 projects | /r/VoxelGameDev | 6 Jun 2022
    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.
  • Which one of these plans should i take to make my game multiplayer?
    2 projects | /r/learnprogramming | 28 Nov 2021
    https://github.com/ValveSoftware/GameNetworkingSockets Works with AND without Steamworks.

What are some alternatives?

When comparing AreWeAntiCheatYet and GameNetworkingSockets you can also consider the following projects:

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)