GameNetworkingSockets
AreWeAntiCheatYet
GameNetworkingSockets | AreWeAntiCheatYet | |
---|---|---|
35 | 382 | |
7,830 | 359 | |
0.6% | 1.4% | |
8.1 | 9.6 | |
about 1 month ago | 4 days ago | |
C++ | TypeScript | |
BSD 3-clause "New" or "Revised" License | MIT 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.
GameNetworkingSockets
-
How are game servers financed
Steam does have a NAT traversal/punchthrough service too. It's apparently usable without Steam according to their README on https://github.com/ValveSoftware/GameNetworkingSockets but honestly the only easy to use implementation I know is in Facepunch.Steamworks which requires a SteamID to initialize
-
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.
-
Steam is very good, but I do wish for more effort in the competition.
There are some general APIs that are tied to Steam, like some networking stuff (even then there's an open source library), but the devs are not required to use any of those. If the devs chose to develop exclusively for steam and use their libraries, then that's their own decision.
-
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.
-
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.
-
What kind of person do I need to find to get help with this issue?
You can also use the non-Steam parts of that library in any game in case you don't just release on Steam (have a look at https://github.com/ValveSoftware/GameNetworkingSockets )
-
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
-
does it cost money to have a small coop server?
There is early NAT piercing support in Valve's GameNetworkingSockets. Check out:
-
What network messaging library do you recommend?
You can also try Valve's GameNetworkingSockets with a serialization of your choice.
- The Riftbreaker adds Steam Workshop Support, AMD FSR 2.1 support, Optimized CPU performance and more
AreWeAntiCheatYet
-
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/
-
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.
-
How good is the experience of playing games with Wine or Proton compatibility layers?
AFAIK the games that don't work are more modern, competetive games that use Anticheat. https://areweanticheatyet.com/ is a good resource to see the status of your game.
-
OLED Dreams
It is game by game basis. Use this guide to see if the game you play is supported or not.
- So you're removing the possible access to play my old games I bought?
-
Making the switch - what are the gaps?
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.
-
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.
-
Thinking about switching, what am I giving up?
Only listed the 'bigger' ones, but you have a rather full list here if you want to check your favorite games: arwianticheatyet.com
-
Switched from Win10 to Mint Linux | I need Software help!
Source: AreWeAntiCheatYet
-
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.
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]
vlmcsd - KMS Emulator in C (currently runs on Linux including Android, FreeBSD, Solaris, Minix, Mac OS, iOS, Windows with or without Cygwin)
Proton - Compatibility tool for Steam Play based on Wine and additional components
atelier-sync-fix - Workaround for low GPU utilization in recent Atelier games
GloSC - Tool for using the Steam-Controller as systemwide XInput controller alongside a global overlay [Moved to: https://github.com/Thracky/GlosSI]
PolyMC - A custom launcher for Minecraft that allows you to easily manage multiple installations of Minecraft at once (Fork of MultiMC)