wdt
netcode.io
wdt | netcode.io | |
---|---|---|
2 | 6 | |
2,835 | 2,373 | |
0.1% | 0.8% | |
4.7 | 8.5 | |
20 days ago | about 1 month ago | |
C++ | C | |
GNU General Public License v3.0 or later | BSD 3-clause "New" or "Revised" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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wdt
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How to copy 5PB of data from Singapore to Australia
WDT is cheap ;) https://github.com/facebook/wdt
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How to build a faster file transfer protocol
Look forward to it. I'd be interested to hear how your tool compares with Facebook WDT[1], as that would be my go-to right now if someone asked me for a fast point-to-point data transfer solution.
[1] https://github.com/facebook/wdt
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)
What are some alternatives?
fdt - FDT is an Application for Efficient Data Transfers which is capable of reading and writing at disk speed over wide area networks (with standard TCP). It is written in Java, runs an all major platforms and it is easy to use. FDT is based on an asynchronous, flexible multithreaded system and is using the capabilities of the Java NIO libraries.
KCP - :zap: KCP - A Fast and Reliable ARQ Protocol
PcapPlusPlus - PcapPlusPlus is a multiplatform C++ library for capturing, parsing and crafting of network packets. It is designed to be efficient, powerful and easy to use. It provides C++ wrappers for the most popular packet processing engines such as libpcap, Npcap, WinPcap, DPDK, AF_XDP and PF_RING.
yojimbo - A network library for client/server games written in C++
Mongoose - Embedded Web Server
libquic - QUIC, a multiplexed stream transport over UDP
ntfy - Send push notifications to your phone or desktop using PUT/POST
RakNet - RakNet is a cross platform, open source, C++ networking engine for game programmers.
msquic - Cross-platform, C implementation of the IETF QUIC protocol, exposed to C, C++, C# and Rust.
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.
john-carmack-plan-archive - Collection of John Carmack’s .plan files
GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.