C++ Workflow
netcode.io
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C++ Workflow | netcode.io | |
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9 | 6 | |
12,412 | 2,371 | |
2.5% | 1.1% | |
9.2 | 8.6 | |
6 days ago | 25 days ago | |
C++ | C | |
Apache License 2.0 | 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.
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.
C++ Workflow
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Workflow v0.10.3 Released, Add WFRepeaterTask for Repeating Asynchronous Operations and Other New Features.
Reference: https://github.com/sogou/workflow/releases/tag/v0.10.3
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wfrest: C++11 Web Framework REST API
wfrest is a c++ async micro web framework based on C++ Workflow
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C++ Workflow : C++Parallel Computing and Asynchronous Networking Engine
Github link
- C++ Workflow engine was accepted as a Debian GNU/Linux installation package
- WFKafkaClient: A simple C++ asynchronous Kafka client
- Show HN: A simple C++ asynchronous MySQL client
- We created FAQ list for C++ Workflow. A C++ parallel computing and asynchronous networking engine.
- C++ Workflow: C++ Parallel Computing and Asynchronous Networking Engine
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Weekly Developer Roundup #21 - Sun Nov 08 2020
sogou/workflow (C++): C++ Programming Paradigm with Asynchronous Networking
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?
developer-roadmap - Interactive roadmaps, guides and other educational content to help developers grow in their careers.
KCP - :zap: KCP - A Fast and Reliable ARQ Protocol
mediapipe - Cross-platform, customizable ML solutions for live and streaming media.
yojimbo - A network library for client/server games written in C++
Boost.Beast - HTTP and WebSocket built on Boost.Asio in C++11
libquic - QUIC, a multiplexed stream transport over UDP
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.
RakNet - RakNet is a cross platform, open source, C++ networking engine for game programmers.
bevy - A refreshingly simple data-driven game engine built in 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.
Simple-WebSocket-Server
GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.