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Ggpo Alternatives
Similar projects and alternatives to ggpo
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WorkOS
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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backroll-rs
A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.
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geckos.io
🦎 Real-time client/server communication over UDP using WebRTC and Node.js http://geckos.io
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joystick-mapper
A Rust library to map joystick input to keyboard, mouse and custom actions
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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.
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bbtools
tools for parsing files for Blazblue's engine (P4A PS3/360, P4AU PS3, Blazblue Chronophantasma PC, Xrd PC/PS3)
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netplayjs
Make P2P multiplayer browser games, no server hosting or synchronization code required. Powered by rollback netcode + WebRTC.
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GameNetworkingResources
A Curated List of Multiplayer Game Network Programming Resources
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ggpo reviews and mentions
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Q: How are online games like Street Fighter 6 able to synchronize inputs from two players at a high frame rate? (60fps)
As mentioned in the top comment, rollback and client side prediction is key. One of the more robust and popular libraries that do this specifically for fighting games is GGPO. When it was opened sourced a few years ago it was a fairly big deal as games that used it felt great. Larger studios have their own libraries but the concept is the same. Its worth a look through if you want to implement something on your own.
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Virtual Venerable Vestments - Weekly Discussion Thread, May 8th, 2023
I just did a quick Google so I don't know the exact details, but I think Max said Idol Shodown is running GGPO which, as far as I can tell, is open source.
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[Summary] Help wanted with Backroll-rs (new networking library) r/rust
Backroll-rs is a brand new networking library based on GGPO dedicated to peer-to-peer Rollback Netcode, for use in fighting games, platform fighters, and other games with less than 8 players that require low latency. We are looking for programmers familiar with Rust to help finish this project. We are 80% of the way completed with this project, but we need more unit tests and debugging to fully finish it.
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Help wanted with Backroll-rs (new networking library)
Backroll-rs is a brand new networking library based on GGPO dedicated to peer-to-peer Rollback Netcode, for use in fighting games, platform fighters, and other games with less than 8 players that require low latency. We are looking for programmers familiar with Rust to help finish this project. We are 80% of the way completed with this project, but we need more unit tests and debugging to fully finish it.
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Netcode: Explaining how fighting games use delay-based and rollback netcode
Relevant: GGPO, the age-old gold standard of rollback netcode, was recently open-sourced!
https://github.com/pond3r/ggpo
I haven't used it myself yet - mostly because I'd want Haskell bindings first hah
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How would I add ggpo to an unreal engine fighting game?
Here's the documentation. Once you manage to get the source code from the developers and handle all the legal matters, you'll be able to use it to add GGPO to the game and create a new build.
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How do you develop and learn how to make rollback for fighters?
IIRC, the GGPO creator invented rollback. GGPO was open sourced in 2019. You can read the source code here: https://github.com/pond3r/ggpo
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Stats
pond3r/ggpo is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of ggpo is C++.