libzt
GameNetworkingSockets
libzt | GameNetworkingSockets | |
---|---|---|
5 | 35 | |
180 | 8,171 | |
4.4% | 1.0% | |
5.5 | 8.3 | |
5 months ago | 14 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | BSD 3-clause "New" or "Revised" License |
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libzt
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"Jellyfin remote" with zerotier?
It would be great if that functionality could be integrated directly into the jellyfin server and apps. libzt has good support for all the languages that jellyfin and it's clients use.
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What are the most important metrics for measuring cloud and endpoint security?
BlindSPOT: https://blindspotsec.com/ Specific graphic from BlindSPOT: https://blindspotsec.com/wp-content/uploads/2021/04/Failure_Before.jpg How to Measure Anything in Cybersecurity Risk: https://www.amazon.com/dp/B01J4XYM16/ Monte Carlo simulation approach: https://embracethered.com/blog/posts/2020/red-teaming-and-monte-carlo-simulations/ D3FEND: https://d3fend.mitre.org/ ATT&CK mappings: https://github.com/center-for-threat-informed-defense/attack-control-framework-mappings ATT&CK evals: https://attackevals.mitre-engenuity.org/index.html CALDERA: https://github.com/mitre/caldera Offensive Countermeasures: https://www.amazon.com/dp/1974671690/ SPIFFE: https://spiffe.io/ SPIRE: https://github.com/spiffe/spire Zerotier: https://www.zerotier.com/ Zerotier libzt: https://github.com/zerotier/libzt
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I created a small game. Is it possible to make it multiplayer with ZeroTier?
Basically you have to make it work within the LAN yourself, then you can use Zerotier (or even libzt) to make it work over the internet.
- Use case for zt - managed IT services provider
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How to verify membership in a private Peer to Peer network with flask?
Take a look at zerotier it's open source, they offer a free tier and you can even bake it directly into your app(they have a library on GitHub lizbt. Unless you are willing to become a security analyst don't roll your own crypto it's never worth it, use a vpn or something https based.
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?
libdatachannel - C/C++ WebRTC network library featuring Data Channels, Media Transport, and WebSockets
nakama - Distributed server for social and realtime games and apps.
ZeroTier - A Smart Ethernet Switch for Earth
netcode.io - Secure client/server connections over UDP
tinyfecVPN - A VPN Designed for Lossy Links, with Build-in Forward Error Correction(FEC) Support. Improves your Network Quality on a High-latency Lossy Link.
Game-Networking-Resources - A Curated List of Game Network Programming Resources [Moved to: https://github.com/ThusWroteNomad/GameNetworkingResources]
turbo-beep - Peer to peer file sharing and messaging between different networks including server acting as a mediator (TCP hole punching).
GloSC - Tool for using the Steam-Controller as systemwide XInput controller alongside a global overlay [Moved to: https://github.com/Thracky/GlosSI]
husarnet - Husarnet is a Peer-to-Peer VPN to connect your laptops, servers and microcontrollers over the Internet with zero configuration.
GlosSI - Note that I am not currently contributing to GlosSI. This fork is only here just in case I do decide to contribute again.
spire - The SPIFFE Runtime Environment
Proton - Compatibility tool for Steam Play based on Wine and additional components