GameNetworkingSockets
Game-Networking-Resources
GameNetworkingSockets | Game-Networking-Resources | |
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35 | 10 | |
8,195 | 4,566 | |
0.6% | - | |
8.3 | 5.1 | |
about 1 month ago | over 2 years ago | |
C++ | C | |
BSD 3-clause "New" or "Revised" License | - |
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GameNetworkingSockets
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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
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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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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.
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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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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 )
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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.
- The Riftbreaker adds Steam Workshop Support, AMD FSR 2.1 support, Optimized CPU performance and more
Game-Networking-Resources
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Single player to multiplayer
https://github.com/MFatihMAR/Game-Networking-Resources (This is a list maintained by someone else, and it has some amazing things in it, and far more technical leaning than what I maintain).
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N64 Games Only Allow 1 Controller Online
When you play any kind of real-time online multiplayer game, it is physically impossible for all players to have the same view of the world. As a result, approximations have to be made, for example by extrapolating other player positions. There is plenty of research on this subject, and most modern games do a pretty good job. But when you add a second local player, things get a lot more complicated.
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Basic af networking for idiots
This collection of links is a gold mine, it’s how I learned almost all that I know: https://github.com/MFatihMAR/Game-Networking-Resources
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Epic Games releases free anti-cheat and voice chat services for developers
Game network programming mega compilation.
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What's the best solution for quick match making for multiplayer games
Looks like you are trying to find a Multiplayer solution, take a look at this guy's repo, he have a lot of resources about the topic https://github.com/MFatihMAR/Game-Networking-Resources
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I'm looking for software with no encrypted traffic
Are there games that you could find and analyze? I wonder if old school games (or their multiplayer lobby servers) would be easy targets (I'm pretty sure a buddy said the Tribes 2 server protocol was really basic, but I could be very wrong.) A list of resources I found: https://github.com/MFatihMAR/Game-Networking-Resources
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How did you learn how to make a dedicated server for a multiplayer game? Books? Tutorials? University?
https://github.com/MFatihMAR/Game-Networking-Resources (This is a list maintained by someone else, and it has some amazing things in it, and far more technical leaning than what I maintain).
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Is there any decent MMO/persistent world server platform, or should I just write my own server?
As this is a "side hobby project", and not your main thing, you're probably better off making your own server (but use a networking library and another other helpful libraries you can find). A starting point: https://github.com/MFatihMAR/Game-Networking-Resources
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Should I make the game itself first, or the networking?
Helpful resource: https://github.com/MFatihMAR/Game-Networking-Resources
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Multiplayer P2P relay profitability - need to hear from experienced teams
https://github.com/MFatihMAR/Game-Networking-Resources (This is a list maintained by someone else, and it has some amazing things in it, and far more technical leaning than what I maintain).
What are some alternatives?
nakama - Distributed server for social and realtime games and apps.
colyseus - ⚔ Multiplayer Framework for Node.js
netcode.io - Secure client/server connections over UDP
com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
libzt - Encrypted P2P sockets over ZeroTier
sora-unity-sdk - WebRTC SFU Sora Unity SDK
GloSC - Tool for using the Steam-Controller as systemwide XInput controller alongside a global overlay [Moved to: https://github.com/Thracky/GlosSI]
NoahGameFrame - A fast, scalable, distributed game server engine/framework for C++, include the actor library, network library, can be used as a real time multiplayer game engine ( MMO RPG/MOBA ), which support C#/Lua script/ Unity3d, Cocos2dx and plan to support Unreal.
GlosSI - Note that I am not currently contributing to GlosSI. This fork is only here just in case I do decide to contribute again.
com.unity.multiplayer.samples.coop - A small-scale cooperative game sample built on the new, Unity networking framework to teach developers about creating a similar multiplayer game.
Proton - Compatibility tool for Steam Play based on Wine and additional components
uDesktopDuplication - Desktop Duplication API implementation for Unity (only for Windows 8/10)