netcode.io VS yojimbo

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

netcode.io

A protocol for secure client/server connections over UDP (by mas-bandwidth)

yojimbo

A network library for client/server games written in C++ (by mas-bandwidth)
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netcode.io yojimbo
6 5
2,370 2,379
1.0% 1.0%
8.6 9.0
19 days ago 19 days ago
C C
BSD 3-clause "New" or "Revised" License BSD 3-clause "New" or "Revised" License
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)

yojimbo

Posts with mentions or reviews of yojimbo. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-10-06.

What are some alternatives?

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

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

ENet-CSharp - Reliable UDP networking library

libquic - QUIC, a multiplexed stream transport over UDP

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

lsquic - LiteSpeed QUIC and HTTP/3 Library

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

bitproto - The bit level data interchange format for serializing data structures (long term maintenance).

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.

SDLPoP - An open-source port of Prince of Persia, based on the disassembly of the DOS version.

Simple-Web-Server

SLikeNet - SLikeNetâ„¢ is an Open Source/Free Software cross-platform network engine written in C++ and specifially designed for games (and applications which have comparable requirements on a network engine like games) building upon the discontinued RakNet network engine which had more than 13 years of active development.