netcode.io
enet
Our great sponsors
netcode.io | enet | |
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6 | 1 | |
2,370 | 120 | |
1.0% | - | |
8.6 | 0.0 | |
19 days ago | almost 7 years ago | |
C | Erlang | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 or later |
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.
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)
enet
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Bespin ENet Options
So I'm thinking of either using this re-implemented, from C to Erlang, version of ENet https://github.com/archaelus/enet or using the original C version of ENet https://github.com/lsalzman/enet and connecting it using Erlang ports.
What are some alternatives?
KCP - :zap: KCP - A Fast and Reliable ARQ Protocol
enet - ENet reliable UDP networking library
yojimbo - A network library for client/server games written in C++
libquic - QUIC, a multiplexed stream transport over UDP
RakNet - RakNet is a cross platform, open source, C++ networking engine for game programmers.
GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
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.
Simple-Web-Server
libcurl - A command line tool and library for transferring data with URL syntax, supporting DICT, FILE, FTP, FTPS, GOPHER, GOPHERS, HTTP, HTTPS, IMAP, IMAPS, LDAP, LDAPS, MQTT, POP3, POP3S, RTMP, RTMPS, RTSP, SCP, SFTP, SMB, SMBS, SMTP, SMTPS, TELNET, TFTP, WS and WSS. libcurl offers a myriad of powerful features
evpp - A modern C++ network library for developing high performance network services in TCP/UDP/HTTP protocols.
C++ Workflow - C++ Parallel Computing and Asynchronous Networking Framework
libwebsockets - canonical libwebsockets.org networking library