GameNetworkingSockets
Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption. (by ValveSoftware)
nakama
Distributed server for social and realtime games and apps. (by heroiclabs)
GameNetworkingSockets | nakama | |
---|---|---|
36 | 44 | |
8,806 | 11,291 | |
1.3% | 1.8% | |
8.3 | 8.5 | |
10 months ago | 3 days ago | |
C++ | Go | |
BSD 3-clause "New" or "Revised" License | Apache License 2.0 |
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.
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
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 2024-11-23.
-
Quake 3 Source Code Review: Network Model
GameNetworkingSockets from Valve. Maybe not middleware enough? You have to implement the serialization and a state update strategy yourself.
Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
https://github.com/ValveSoftware/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.
nakama
Posts with mentions or reviews of nakama.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2025-05-05.
-
Distributed server for social and realtime games and apps
Dozens -- probably hundreds -- of games use this. There are case studies you can read at https://heroiclabs.com
(Not sure why it was posted today -- it was first posted on HN 8 years ago.)
- Nakama releases v3.23.0.Distributed server for social and realtime games
- Show HN: Goober Dash a multiplayer game made in Godot3 with 50k levels
-
Game Server Framework Recommendation
nakama: https://github.com/heroiclabs/nakama
-
Next steps for Postgres pluggable storage
To add more detail on the recent work on the ZHeap storage engine. We (Heroic Labs) sponsored work for the Cybertec team to bring it up to date with latest improvements and changes with Postgres' pluggable storage engine:
-
Is there anyway to create an “online guild” system in my idle game.
you can do that, but for what platform? html5? windows? android?, the most easiest way is use firestore a service from firebase (offer a free tier), it is the easiest way not the better, other way is use a service like nakama that is more professional and something in the middle can be mmm pocketbase or supabase.
-
Starred a game and want to make multi-player like stardew, tips?
I recommend the backend solution called Nakama since you’re using Godot: https://heroiclabs.com/
-
Question about Multiplayer Lobby System
You could create all this yourself, or you can use existing solutions which handle all this (and much more I didn't mention). One that I'm aware of that works with Godot is Nakama. They have a paid hosting option, or you can host the application yourself.
-
I discover that MMORPG are really hard to make
I read using nakama server for this is convinient. https://heroiclabs.com/
-
Recommendations for Tech for 1v1 RTS Indie Game
Does anyone have recommendations on what to use? I've done a bit of research and found https://heroiclabs.com/. It's a bit unclear to me if it actually supports server side state because it talks about 'hosts' a bit, but I think it does...and it seems like you can host it yourself to avoid the $600 a MONTH! pricetag. But any other recommendations? Has anyone used heroic before?
What are some alternatives?
When comparing GameNetworkingSockets and nakama you can also consider the following projects:
libzt - Encrypted P2P sockets over ZeroTier
LiteNetLib - Lite reliable UDP library for Mono and .NET
netcode.io - Secure client/server connections over UDP
starboard - Superseded by https://github.com/aquasecurity/trivy-operator
lidgren-network-gen3 - Lidgren Network Library
ggpo - Good Game, Peace Out Rollback Network SDK