Choosing a networking library for my game

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

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  • enet-rs

    High-level bindings for the ENet networking library (http://enet.bespin.org)

  • enet - Golden standard, tested and reliable - Not native rust - Does not seem to be popular in rust turbulence - Readme says it is not stable, but last meaningful commit was 1 year ago - Lacking documentation and examples - Not very popular laminar - Last meaningful release was 3 years ago (ignoring changes that fix typos etc.) - Despite this, everywhere (book, readme) there are mentions that it is under "active development" - Created for Amethyst, which is dead. I am kinda fearful that the same thing will happen to this lib. Tachyon - New and not tested in the battle - Many features that other libraries have planned, Tachyon actually has implemented - Lacking documentation (except for one big readme file), tests, examples Quinn - Big, under active development (daily commits), very popular because web development. - Modular, ability to just use core implemetation: quinn-proto - Do i really need TLS certificates and cryptography for my playing with friends game server? - Stream based, I would need to implement recv/send messages on top of it (not that hard tbh) - Only reliable stream and "unreliable" messages.

  • turbulence

    Networking library for games, multiplex reliable and unreliable streams over unreliable datagrams.

  • enet - Golden standard, tested and reliable - Not native rust - Does not seem to be popular in rust turbulence - Readme says it is not stable, but last meaningful commit was 1 year ago - Lacking documentation and examples - Not very popular laminar - Last meaningful release was 3 years ago (ignoring changes that fix typos etc.) - Despite this, everywhere (book, readme) there are mentions that it is under "active development" - Created for Amethyst, which is dead. I am kinda fearful that the same thing will happen to this lib. Tachyon - New and not tested in the battle - Many features that other libraries have planned, Tachyon actually has implemented - Lacking documentation (except for one big readme file), tests, examples Quinn - Big, under active development (daily commits), very popular because web development. - Modular, ability to just use core implemetation: quinn-proto - Do i really need TLS certificates and cryptography for my playing with friends game server? - Stream based, I would need to implement recv/send messages on top of it (not that hard tbh) - Only reliable stream and "unreliable" messages.

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  • laminar

    A simple semi-reliable UDP protocol for multiplayer games

  • enet - Golden standard, tested and reliable - Not native rust - Does not seem to be popular in rust turbulence - Readme says it is not stable, but last meaningful commit was 1 year ago - Lacking documentation and examples - Not very popular laminar - Last meaningful release was 3 years ago (ignoring changes that fix typos etc.) - Despite this, everywhere (book, readme) there are mentions that it is under "active development" - Created for Amethyst, which is dead. I am kinda fearful that the same thing will happen to this lib. Tachyon - New and not tested in the battle - Many features that other libraries have planned, Tachyon actually has implemented - Lacking documentation (except for one big readme file), tests, examples Quinn - Big, under active development (daily commits), very popular because web development. - Modular, ability to just use core implemetation: quinn-proto - Do i really need TLS certificates and cryptography for my playing with friends game server? - Stream based, I would need to implement recv/send messages on top of it (not that hard tbh) - Only reliable stream and "unreliable" messages.

  • tachyon-networking

  • enet - Golden standard, tested and reliable - Not native rust - Does not seem to be popular in rust turbulence - Readme says it is not stable, but last meaningful commit was 1 year ago - Lacking documentation and examples - Not very popular laminar - Last meaningful release was 3 years ago (ignoring changes that fix typos etc.) - Despite this, everywhere (book, readme) there are mentions that it is under "active development" - Created for Amethyst, which is dead. I am kinda fearful that the same thing will happen to this lib. Tachyon - New and not tested in the battle - Many features that other libraries have planned, Tachyon actually has implemented - Lacking documentation (except for one big readme file), tests, examples Quinn - Big, under active development (daily commits), very popular because web development. - Modular, ability to just use core implemetation: quinn-proto - Do i really need TLS certificates and cryptography for my playing with friends game server? - Stream based, I would need to implement recv/send messages on top of it (not that hard tbh) - Only reliable stream and "unreliable" messages.

  • quinn

    Async-friendly QUIC implementation in Rust

  • enet - Golden standard, tested and reliable - Not native rust - Does not seem to be popular in rust turbulence - Readme says it is not stable, but last meaningful commit was 1 year ago - Lacking documentation and examples - Not very popular laminar - Last meaningful release was 3 years ago (ignoring changes that fix typos etc.) - Despite this, everywhere (book, readme) there are mentions that it is under "active development" - Created for Amethyst, which is dead. I am kinda fearful that the same thing will happen to this lib. Tachyon - New and not tested in the battle - Many features that other libraries have planned, Tachyon actually has implemented - Lacking documentation (except for one big readme file), tests, examples Quinn - Big, under active development (daily commits), very popular because web development. - Modular, ability to just use core implemetation: quinn-proto - Do i really need TLS certificates and cryptography for my playing with friends game server? - Stream based, I would need to implement recv/send messages on top of it (not that hard tbh) - Only reliable stream and "unreliable" messages.

  • uflow

    A Rust library providing ordered, mixed-reliability, and congestion-controlled data transfer over UDP

  • have you tried https://github.com/lowquark/uflow ?

  • backroll-rs

    A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.

  • I'll share two other options, of course with numerous caveats on each: - https://github.com/HouraiTeahouse/backroll-rs Looks great for low-latency games - https://partner.steamgames.com/doc/features/multiplayer Steam can be used on non-Steam platforms too, and has official-ish rust bindings but haven't tried this route

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    The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.

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  • website

    Let's Encrypt Website and Documentation (by letsencrypt)

  • Emm? You don't have to purchase anything I think. [Let's Encrypt](https://letsencrypt.org/) provides you with free TLS certificates.

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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