ZeroMQ
GameNetworkingSockets
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ZeroMQ | GameNetworkingSockets | |
---|---|---|
18 | 35 | |
9,274 | 7,818 | |
1.2% | 1.3% | |
7.5 | 8.4 | |
2 days ago | about 1 month ago | |
C++ | C++ | |
Mozilla Public License 2.0 | 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.
ZeroMQ
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Lightweight and fast AMQP (0-9-1) server
Slightly OT:
Are ZeroMQ and NanoMQ still widely used (and recommended)?
https://github.com/zeromq/libzmq
https://github.com/nanomq/nanomq
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ZeroMQ – Relicense from LGPL3 and exceptions to MPL 2.0
Remarkable, up until recently, requests for a new release were sumewhat brusquely rejected and marked as spam.
https://github.com/zeromq/libzmq/issues/4455
I wonder what made the maintainer change his mind.
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Essentials of Object Oriented and Functional Programming: A Guide to Modular Code
FP Libraries: gRPC, ZeroMQ, and AREG are examples of libraries with a special focus on providing possibilities for Interprocess Communication. Developed using C++, they facilitate communication through predefined APIs, emphasizing functional programming concepts.
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A Modern High-Performance Open Source Message Queuing System
Unlikely, but they seem to be different things altogether. BlazingMQ appears to be a traditional message queue (think ActiveMQ), with message peristence. ZeroMQ is more of a network middleware (think Tibco Rendezvous), and does not include persistence.
BlazingMQ also appears to be more of a "platform" or "service" that an app can use (sort of like Oracle, say) -- ZeroMQ includes libraries that one can use to build an app, service or platform, but none is provided "out of the box".
Which makes it harder to get started with ZeroMQ, since by definition every ZeroMQ app is essentially built "from scratch".
If you're interested in ZeroMQ, you may want to check out OZ (https://github.com/nyfix/OZ), which is a Rendezvous-like platform that uses the OpenMAMA API (https://github.com/finos/OpenMAMA) and ZeroMQ (https://github.com/zeromq/libzmq) transport to provide a full-featured network middleware implementation. OZ has been used in our shop since 2020 handling approx 50MM high-value messages per day on our global FIX network.
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need xbps-src help
-- Using src='https://github.com/zeromq/libzmq/releases/download/v4.3.4/zeromq-4.3.4.tar.gz'
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What network messaging library do you recommend?
Just check copying file in source repo https://github.com/zeromq/libzmq
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What they don't teach you about sockets
I think the situation is more subtle than the poster admits.
No, ZeroMQ and successors do not tell you about socket state. You can't detect disconnection or reconnection. But then if a TCP connection fails in some way that does not lead to disconnection (packets getting dropped, remote machine powers down), it can't possibly tell you about that either, but you still need to deal with it. So in any case, you need some sort of application-level error detection and recovery; you need heartbeats, and serial numbers in messages, and a protocol for explicitly restarting a connection and performing the initial handshake. And once you have that, explicit connection events from ZeroMQ are much less important.
Admittedly, given that this is a TCP transport, reporting reconnections would still be useful, because TCP won't ever drop messages from the interior of a sequence itself (if it delivers 15, it has delivered 1 - 14 already), so you shouldn't need the serial numbers.
And if it's really not possible to detect authentication failures, than that seems rubbish. And it seems that is indeed the case: https://github.com/zeromq/libzmq/issues/3505
- Encryption using ZMQ: How to handle certificates?
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Any good lightweight c++ local socket library for embedded Linux?
From https://github.com/zeromq/libzmq
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
What are some alternatives?
gRPC - The C based gRPC (C++, Python, Ruby, Objective-C, PHP, C#)
nakama - Distributed server for social and realtime games and apps.
NATS - High-Performance server for NATS.io, the cloud and edge native messaging system.
netcode.io - A protocol for secure client/server connections over UDP
nanomsg - nanomsg library
libzt - Encrypted P2P sockets over ZeroTier
Cap'n Proto - Cap'n Proto serialization/RPC system - core tools and C++ library
Game-Networking-Resources - A Curated List of Game Network Programming Resources [Moved to: https://github.com/ThusWroteNomad/GameNetworkingResources]
Apache Thrift - Apache Thrift
Proton - Compatibility tool for Steam Play based on Wine and additional components
Chronicle Queue - Micro second messaging that stores everything to disk
GloSC - Tool for using the Steam-Controller as systemwide XInput controller alongside a global overlay [Moved to: https://github.com/Thracky/GlosSI]