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GameNetworkingSockets reviews and mentions
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Microsoft wins FTC fight to buy Activision Blizzard
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.
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I FIGURED OUT NETWORKING
Keep in mind that if you do go the GodotSteam route, there's GameNetworkingSockets from valve that doesn't have the requirement of needing Steam that you can use for releasing on other platforms. It has the same interface as the Steamworks SDK without requiring the Steamworks SDK.
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Peer to Peer online multiplayer?
Their UDP-but-connection-based game networking protocol can be used completely separetely from Steam (it also supports encryption). I think that does not include their relay networking solution, but still.. maybe it's helpful. They also have a TCP-like interface to make it easy to plug into an existing solution.
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Multiplayer game packaging
If you want to go the route of using a raw protocol and packing your messages yourself, I suggest to at least have a look at Valve's GameNetworkingSockets either for inspiration of what you might need or even to just use the library: https://github.com/ValveSoftware/GameNetworkingSockets
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does it cost money to have a small coop server?
There is early NAT piercing support in Valve's GameNetworkingSockets. Check out:
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What network messaging library do you recommend?
You can also try Valve's GameNetworkingSockets with a serialization of your choice.
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How do modern games solve the NAT issue in multiplayer?
I do wonder if you'd get better performance if the clients connected to an adapter running on the local machine, and those adapters then communicated through the bridge over UDP. Valve made their networking library opensource, so you could just directly use that. It'll do the p2p STUN stuff for you, and if that fails you could route the traffic through your server(s) (and at least it will UDP behind the scenes, so hopefully less acknowledgement latency).
- Epic Online Services gets free cross-play tooling that will support Linux
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Making a multiplayer server
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.
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Which one of these plans should i take to make my game multiplayer?
https://github.com/ValveSoftware/GameNetworkingSockets Works with AND without Steamworks.
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Stats
ValveSoftware/GameNetworkingSockets is an open source project licensed under BSD 3-clause "New" or "Revised" License which is an OSI approved license.
The primary programming language of GameNetworkingSockets is C++.
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