Making a multiplayer server

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

Our great sponsors
  • InfluxDB - Power Real-Time Data Analytics at Scale
  • WorkOS - The modern identity platform for B2B SaaS
  • SaaSHub - Software Alternatives and Reviews
  • RakNet

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

  • Inconsistencies can be prevented by ensuring the server handles all operations and does so in a given order, then transmits the results to clients. I wrote a little about this for my game Avoyd a long while ago. Clients (including a client running the server) send an edit request via reliable ordered UDP (e.g. using Enet, Raknet, Steam Networking etc.) and the server places these in a single queue then performs the edits and sends the results back also using reliable ordered UDP.

  • henet

    Haskell bindings for ENet

  • Inconsistencies can be prevented by ensuring the server handles all operations and does so in a given order, then transmits the results to clients. I wrote a little about this for my game Avoyd a long while ago. Clients (including a client running the server) send an edit request via reliable ordered UDP (e.g. using Enet, Raknet, Steam Networking etc.) and the server places these in a single queue then performs the edits and sends the results back also using reliable ordered UDP.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

    InfluxDB logo
  • GameNetworkingSockets

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

  • Inconsistencies can be prevented by ensuring the server handles all operations and does so in a given order, then transmits the results to clients. I wrote a little about this for my game Avoyd a long while ago. Clients (including a client running the server) send an edit request via reliable ordered UDP (e.g. using Enet, Raknet, Steam Networking etc.) and the server places these in a single queue then performs the edits and sends the results back also using reliable ordered UDP.

  • fuse

    Multiplayer Online Standard (by tinspin)

  • You can tak a look at my multiplayer system if you need inspiration: https://github.com/tinspin/fuse

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.

Suggest a related project

Related posts