librg
yojimbo
Our great sponsors
librg | yojimbo | |
---|---|---|
1 | 5 | |
1,216 | 2,379 | |
2.4% | 1.1% | |
4.1 | 9.0 | |
18 days ago | 26 days ago | |
C | C | |
BSD 3-clause "New" or "Revised" License | BSD 3-clause "New" or "Revised" 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.
librg
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Multiplayer Networking Solutions
LibRG is an open-source, C99 header-only that handles actor relevancy, similar to Unreals Actor Relevancy Graph.
yojimbo
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Multiplayer Networking Solutions
yojimbo/ netcode/ reliable, all developped by Glenn Fidler, author of GafferOnGames
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"Move all" feature added in inventory. In your face little fudsters. Gaming revolution incoming!
They really just didn't know how to go about building a complex online game or what that entails. At one point they were trying to donate to open source networking projects that were still in development and not production-ready in hopes they'd help them make their game, you'll see them listed as sponsors of yojimbo for example. It was bizarre to watch.
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Handling acks during 1+ second packet loss with Glenn Fiedler's Reliable UDP Solution
I can't remember exactly how best to handle this (Glenn's yojimbo project is probably your best bet for a concrete implementation), but here's an idea: buffer and ACK some packets (e.g. up to N packets following your missing packet) and discard everything else (without ACK) until the missing one shows up. The protocol will then continuously try to send your missing packet, in addition to the packets you've intentionally not ACK'd. Once the missing packet shows up you can process it and any buffered packets up to your next missing packet and repeat.
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I need a good and simple networking library for C++
You may want to take a look at yojimbo , looks like it will fit your requirements pretty well.
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Programming question : Which techniques are used to achieve real-time between players in online openworlds ? (think wow, ff14, teso)
And has his own C++ library for transmitting messages over UDP protocol https://github.com/networkprotocol/yojimbo
What are some alternatives?
ezyfox-server - A socket server (include SSL) supports realtime application, realtime game, MMORPG, messaging, chat and streaming data with TCP, UDP and Websocket
netcode.io - A protocol for secure client/server connections over UDP
RakNet - RakNet is a cross platform, open source, C++ networking engine for game programmers.
ENet-CSharp - Reliable UDP networking library
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
KCP - :zap: KCP - A Fast and Reliable ARQ Protocol
Nim - Nim is a statically typed compiled systems programming language. It combines successful concepts from mature languages like Python, Ada and Modula. Its design focuses on efficiency, expressiveness, and elegance (in that order of priority).
lsquic - LiteSpeed QUIC and HTTP/3 Library
Protobuf - Protocol Buffers - Google's data interchange format
SDLPoP - An open-source port of Prince of Persia, based on the disassembly of the DOS version.
TrinityCore - TrinityCore Open Source MMO Framework (master = 10.2.6.54358, 3.3.5 = 3.3.5a.12340, wotlk_classic = 3.4.3.54261, cata classic = 4.4.0.54027)
bitproto - The bit level data interchange format for serializing data structures (long term maintenance).