netcode.io
POCO
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netcode.io | POCO | |
---|---|---|
6 | 14 | |
2,371 | 7,882 | |
1.0% | 1.8% | |
8.6 | 9.6 | |
23 days ago | 6 days ago | |
C | C++ | |
BSD 3-clause "New" or "Revised" License | THE BOOST SOFTWARE LICENSE 1.0 |
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)
POCO
- What are some C++ projects with high quality code that I can read through?
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What is the best option to do networking in c++?
You can also look into Poco https://pocoproject.org/
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Is C/C++ good for the backend? If so, is there anything like Fastapi in C/C++?
I can't say enough good stuff about POCO for this type of work - when I first got my teams using it we used to joke that POCO was what Boost wants to be when it grows up. And nlohmann/json - cracking library for working with JSON in C++.
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HTTP LISTENER C++
We use https://github.com/pocoproject/poco in most projects, very easy to set up a http listener
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Who is using C++ for web development?
Did someone used Poco's Net Library to create a Rest Api? Poco Project
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Do someone use CLion under Windows with good performance?
But CLion is so slow. Tested with Poco C++ standard build (https://pocoproject.org/). Moving around with Go To Definition takes sometimes up to 20 seconds if file is first touched. Using 'back' and 'forward' delays for 1-2 seconds.
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Why am I not able to make https get requests using Poco::Net?
Yes, you need NetSSL - take a look at find_package(Poco REQUIRED COMPONENTS ... NetSSL) requires an aditional find_package(OpenSSL) since poco-10.
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Can you recommend a good C++ open source project?
poco (portable components) https://pocoproject.org/
- CMake + Poco + FetchContent build options problem
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The Curse of NixOS
Many of the necessary fixes do end up getting pushed upstream, though, thinking especially of stuff like converting CMake projects to use the GNUInstallDirs standard, so there is a benefit to the strictness work that extends beyond even just the Nix community itself.
Of course, sometimes those kinds of changes just never get merged, for a variety of well-understood open-sourcey reasons, eg: https://github.com/pocoproject/poco/pull/3105
What are some alternatives?
KCP - :zap: KCP - A Fast and Reliable ARQ Protocol
Boost.Beast - HTTP and WebSocket built on Boost.Asio in C++11
yojimbo - A network library for client/server games written in C++
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.
libquic - QUIC, a multiplexed stream transport over UDP
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
RakNet - RakNet is a cross platform, open source, C++ networking engine for game programmers.
Simple-WebSocket-Server
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.
Boost.Asio - Asio C++ Library
GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
WebSocket++ - C++ websocket client/server library