netcode.io VS Protobuf

Compare netcode.io vs Protobuf and see what are their differences.

Our great sponsors
  • WorkOS - The modern identity platform for B2B SaaS
  • InfluxDB - Power Real-Time Data Analytics at Scale
  • SaaSHub - Software Alternatives and Reviews
netcode.io Protobuf
6 171
2,371 63,586
1.0% 1.0%
8.6 10.0
23 days ago 4 days ago
C C++
BSD 3-clause "New" or "Revised" License GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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

Posts with mentions or reviews of netcode.io. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-10-06.
  • Multiplayer Networking Solutions
    19 projects | /r/gamedev | 6 Oct 2022
    yojimbo/ netcode/ reliable, all developped by Glenn Fidler, author of GafferOnGames
  • I just want force-feedback
    1 project | /r/starcitizen | 2 Oct 2022
    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.
  • What's an actually useful netcode package!
    2 projects | /r/gamedev | 27 Sep 2022
    I use netcode.io - if you have read gafferongames posts, this is made by the guy.
  • Why is client FPS limited by netcode?
    1 project | /r/starcitizen | 10 Jan 2022
    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
  • Should I write my game server in C so that I can use the latest version of the netcode protocol?
    1 project | /r/gamedev | 18 Dec 2021
    I found that there is a relatively new protocol called netcode.io that provides UDP-like connection between client-server.
  • P2P vs Client Server
    2 projects | /r/gamedev | 4 Sep 2021
    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)

Protobuf

Posts with mentions or reviews of Protobuf. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-03-09.
  • Reverse Engineering Protobuf Definitions from Compiled Binaries
    5 projects | news.ycombinator.com | 9 Mar 2024
    For at least 4 years protobuf has had decent support for self-describing messages (very similar to avro) as well as reflection

    https://github.com/protocolbuffers/protobuf/blob/main/src/go...

    Xgooglers trying to make do on the cheap will just create a Union of all their messages and include the message def in a self-describing message pattern. Super-sensitive network I/O can elide the message def (empty buffer) and any for RecordIO clone well file compression takes care of the definition.

    Definitely useful to be able to dig out old defs but protobuf maintainers have surprisingly added useful features so you don’t have to.

    Bonus points tho for extracting the protobuf defs that e.g. Apple bakes into their binaries.

  • Show HN: AuthWin – Authenticator App for Windows
    6 projects | news.ycombinator.com | 3 Mar 2024
  • Create Production-Ready SDKs With gRPC Gateway
    5 projects | dev.to | 8 Dec 2023
    gRPC Gateway is a protoc plugin that reads gRPC service definitions and generates a reverse proxy server that translates a RESTful JSON API into gRPC.
  • Create Production-Ready SDKs with Goa
    9 projects | dev.to | 22 Nov 2023
    To use more recent versions of protoc in future applications, you can download them from the Protobuf repository.
  • Roll your own auth with Rust and Protobuf
    5 projects | dev.to | 28 Oct 2023
    Use the Protobuf CLI protoc and the plugin protoc-gen-tonic.
  • Add extra stuff to a “standard” encoding? Sure, why not
    11 projects | news.ycombinator.com | 19 Sep 2023
    > didn’t find any standard for separating protobuf messages

    The fact that protobufs are not self-delimiting is an endless source of frustration, but I know of 2 standards:

    - SerializeDelimited* is part of the protobuf library: https://github.com/protocolbuffers/protobuf/blob/main/src/go...

    - Riegeli is "a file format for storing a sequence of string records, typically serialized protocol buffers. It supports dense compression, fast decoding, seeking, detection and optional skipping of data corruption, filtering of proto message fields for even faster decoding, and parallel encoding": https://github.com/google/riegeli

  • Block YouTube Ads on AppleTV by Decrypting and Stripping Ads from Profobuf
    11 projects | news.ycombinator.com | 26 Aug 2023
    It looks like it is in fact universal. Just glancing at the code here, it looks like the tool searches any arbitrary file for bytes that look like encoded protobuf descriptors, specifically looking for bytes that are plausibly the beginning of a FileDescriptorProto message defined here:

    https://github.com/protocolbuffers/protobuf/blob/main/src/go...

    This takes advantage of the fact that such descriptors are commonly compiled into programs that use protobuf. The descriptors are usually embedded as constant byte arrays. That said, not all protobuf implementations embed the descriptors and those that do often have an option to inhibit such embedding (at the expense of losing some dynamic introspection features).

  • How to learn to use protoc in 21 easily infuriating steps
    1 project | news.ycombinator.com | 12 Aug 2023
  • What's involved in protobuf encoding?
    1 project | /r/grpc | 28 Jul 2023
    Not much. You can check the source code in https://github.com/protocolbuffers/protobuf. For example, for serializing a boolean in C#: https://github.com/protocolbuffers/protobuf/blob/main/csharp/src/Google.Protobuf/WritingPrimitives.cs#L165. Strings and objects are a bit more complicated, but it is all about turning the data into its byte representation.
  • Trying To Solve The Confusion of Choice Between gRPC vs REST🕵
    1 project | dev.to | 22 Jul 2023
    One of the key feature of gRPC is protobuf .proto file(nothing but just a contract for me between two communicator code components) This file and protobuff compiler is so mature, then it generates a direct client implementation using protoccompiler. ref

What are some alternatives?

When comparing netcode.io and Protobuf you can also consider the following projects:

KCP - :zap: KCP - A Fast and Reliable ARQ Protocol

FlatBuffers - FlatBuffers: Memory Efficient Serialization Library

yojimbo - A network library for client/server games written in C++

SBE - Simple Binary Encoding (SBE) - High Performance Message Codec

libquic - QUIC, a multiplexed stream transport over UDP

MessagePack - MessagePack implementation for C and C++ / msgpack.org[C/C++]

RakNet - RakNet is a cross platform, open source, C++ networking engine for game programmers.

cereal - A C++11 library for serialization

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.

Apache Parquet - Apache Parquet

GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.

Bond - Bond is a cross-platform framework for working with schematized data. It supports cross-language de/serialization and powerful generic mechanisms for efficiently manipulating data. Bond is broadly used at Microsoft in high scale services.