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

GameNetworkingSockets Alternatives

Similar projects and alternatives to GameNetworkingSockets

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better GameNetworkingSockets alternative or higher similarity.

GameNetworkingSockets reviews and mentions

Posts with mentions or reviews of GameNetworkingSockets. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-11.
  • Microsoft wins FTC fight to buy Activision Blizzard
    3 projects | /r/gaming | 11 Jul 2023
    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.
    2 projects | /r/godot | 15 Mar 2023
    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.
  • Peer to Peer online multiplayer?
    2 projects | /r/gamedev | 18 Feb 2023
    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.
  • Multiplayer game packaging
    2 projects | /r/gamedev | 16 Jan 2023
    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:
  • does it cost money to have a small coop server?
    2 projects | /r/gamedev | 26 Dec 2022
    There is early NAT piercing support in Valve's GameNetworkingSockets. Check out:
  • What network messaging library do you recommend?
    6 projects | /r/cpp | 6 Dec 2022
    You can also try Valve's GameNetworkingSockets with a serialization of your choice.
  • How do modern games solve the NAT issue in multiplayer?
    2 projects | /r/gamedev | 9 Nov 2022
    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
    3 projects | /r/linux_gaming | 17 Jun 2022
  • Making a multiplayer server
    4 projects | /r/VoxelGameDev | 6 Jun 2022
    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.
  • Which one of these plans should i take to make my game multiplayer?
    2 projects | /r/learnprogramming | 28 Nov 2021 Works with AND without Steamworks.
  • A note from our sponsor - JetBrains Dev Survey | 21 Feb 2024
    JetBrains Developer Ecosystem Survey 2023 has given us many interesting insights. The Embedded (37%) and Games (39%) industries are already working with C++20, developers are incorporating static analysis in their CI, and ChatGPT usage among coders is flourishing. Read on for more! Learn more →


Basic GameNetworkingSockets repo stats
about 1 month ago
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.