Microsoft wins FTC fight to buy Activision Blizzard

This page summarizes the projects mentioned and recommended in the original post on /r/gaming

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  • RakNet

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

    Halo was mostly all about single player and early multiplayer/local multiplayer but their online netcode has sucked since Blood Gulch. Lots of games do networking horribly, I have been in gamedev making networking and I hate most of what people do. The ones that have a clean natting, based on enet style reliable UDP channels, RakNet style punch are better (RakNet was good until Facebook bought it). It has come a long way but also fallen back. Valve source netcode (on github) is probably the best and you can check it out here. They started with the best in Quake networking, then to Source.

  • henet

    Haskell bindings for ENet

    Halo was mostly all about single player and early multiplayer/local multiplayer but their online netcode has sucked since Blood Gulch. Lots of games do networking horribly, I have been in gamedev making networking and I hate most of what people do. The ones that have a clean natting, based on enet style reliable UDP channels, RakNet style punch are better (RakNet was good until Facebook bought it). It has come a long way but also fallen back. Valve source netcode (on github) is probably the best and you can check it out here. They started with the best in Quake networking, then to Source.

  • Appwrite

    Appwrite - The open-source backend cloud platform. Add Auth, Databases, Functions, and Storage to your product and build any application at any scale while using your preferred coding languages and tools.

  • GameNetworkingSockets

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

    Halo was mostly all about single player and early multiplayer/local multiplayer but their online netcode has sucked since Blood Gulch. Lots of games do networking horribly, I have been in gamedev making networking and I hate most of what people do. The ones that have a clean natting, based on enet style reliable UDP channels, RakNet style punch are better (RakNet was good until Facebook bought it). It has come a long way but also fallen back. Valve source netcode (on github) is probably the best and you can check it out here. They started with the best in Quake networking, then to Source.

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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