KCP
netcode.io
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KCP | netcode.io | |
---|---|---|
7 | 6 | |
14,629 | 2,370 | |
- | 1.0% | |
2.9 | 8.6 | |
10 days ago | 19 days ago | |
C | C | |
MIT License | BSD 3-clause "New" or "Revised" License |
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KCP
- KCP – A TCP alternative optimized for latency
- Ousterhout: It's time to replace TCP in the Datacenter [pdf]
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Multiplayer Networking Solutions
KCP Is a kind of protocol ( like UDP and TCP ) that is reliable like TCP but is faster, at to cost of slightly bigger bandwidth costs.
- KCP - A Fast and Reliable ARQ Protocol
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How feasible is this idea? Creating a battery run audio transmitter and receiver over TCP/IP
I'd consider KCP protocol over TCP, it has 30-40% lower latency at the expense of 20% higher bandwidth.
- KCP: A Fast and Reliable ARQ Protocol
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Open-source game server for fast-paced games
i see, i know KCP implementation i don't see in your code any of the GO KCP implementations did you write it by yourself?
netcode.io
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Multiplayer Networking Solutions
yojimbo/ netcode/ reliable, all developped by Glenn Fidler, author of GafferOnGames
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I just want force-feedback
Man-in-the-middling the netcode. From what I can tell, this would work ... but the packets are encrypted. It appears the netcode is largely based on this library, that they sponsor. There appear to be some differences from the "standard" but there are too many similarities to not have a common ancestor. I got pretty far on this, just to at least verify there was encryption. Even if it is not encrypted, it appears to be a custom protocol.
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What's an actually useful netcode package!
I use netcode.io - if you have read gafferongames posts, this is made by the guy.
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Why is client FPS limited by netcode?
You may not be there yet with your developer skills but if you are curious you can have a look at the netcode source code. I'm not sure if they're still using it since the switch to Lumberyard and Amazon Services but it's a really good and strong codebase: https://github.com/networkprotocol/netcode
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Should I write my game server in C so that I can use the latest version of the netcode protocol?
I found that there is a relatively new protocol called netcode.io that provides UDP-like connection between client-server.
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P2P vs Client Server
If you want to learn more about networking for game in C++, Glenn Fiedler has great articles from the basics to advanced topics: https://www.gafferongames.com/ He also created a library for client-server networking: https://github.com/networkprotocol/netcode (He has a big name in networking, totally recommend reading his articles if you want to learn more about networking)
What are some alternatives?
Simple-WebSocket-Server
yojimbo - A network library for client/server games written in C++
ENet-CSharp - Reliable UDP networking library
libquic - QUIC, a multiplexed stream transport over UDP
RakNet - RakNet is a cross platform, open source, C++ networking engine for game programmers.
µWebSockets - Simple, secure & standards compliant web server for the most demanding of applications
GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
C++ REST SDK - The C++ REST SDK is a Microsoft project for cloud-based client-server communication in native code using a modern asynchronous C++ API design. This project aims to help C++ developers connect to and interact with services.
wdt - Warp speed Data Transfer (WDT) is an embeddedable library (and command line tool) aiming to transfer data between 2 systems as fast as possible over multiple TCP paths.
Muduo - Event-driven network library for multi-threaded Linux server in C++11
Simple-Web-Server