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Back to mas-bandwidth/netcode

Open-source alternatives to Netcode

30 open-source projects similar to mas-bandwidth/netcode, ranked by how many features they have in common. Compare stars, activity and what each one does to find the best Netcode alternative.

  • mas-bandwidth/reliablemas-bandwidth 的头像

    mas-bandwidth/reliable

    643在 GitHub 上查看↗

    Packet acknowledgement system for UDP

    C
    在 GitHub 上查看↗643
  • unity-technologies/com.unity.netcode.gameobjectsUnity-Technologies 的头像

    Unity-Technologies/com.unity.netcode.gameobjects

    2,316在 GitHub 上查看↗

    Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.

    C#csharphlapimlapi
    在 GitHub 上查看↗2,316
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    0在 GitHub 上查看↗
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    3,532在 GitHub 上查看↗

    Good Game, Peace Out Rollback Network SDK

    C++
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    googleforgames/agones

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    Agones is a Kubernetes game server orchestrator designed for deploying, scaling, and managing dedicated multiplayer game server processes across a distributed cluster. It provides the core infrastructure needed to provision individual or grouped server processes to support real-time multiplayer gaming sessions. The system includes a fleet manager to automate the lifecycle of server groups based on player demand and a health monitor to track the connectivity and operational status of active processes. It integrates with cluster autoscalers to synchronize server resource requirements with cloud

    Go
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  • markioe/networkerMarkioE 的头像

    MarkioE/Networker

    482在 GitHub 上查看↗

    A simple to use TCP and UDP networking library for .NET. Compatible with Unity.

    C#
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    MagicOnion is a .NET RPC framework used to build type-safe remote procedure call services using shared interfaces for communication between servers and clients. It functions as a binary serialization framework and a distributed service orchestrator, providing a network layer for low-latency streaming and real-time data exchange. The project distinguishes itself through an AOT-compatible network client that uses source generators to support ahead-of-time compilation in restricted runtime environments. It enables bidirectional communication and real-time data streaming, allowing servers and mul

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  • facebookarchive/raknetfacebookarchive 的头像

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

    HTML
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  • firstgeargames/fishnetFirstGearGames 的头像

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  • alvyxaz/barebones-masterserveralvyxaz 的头像

    alvyxaz/barebones-masterserver

    486在 GitHub 上查看↗

    Master Server framework for Unity

    C#
    在 GitHub 上查看↗486
  • heroiclabs/nakamaheroiclabs 的头像

    heroiclabs/nakama

    12,754在 GitHub 上查看↗

    Nakama is a distributed server framework designed for real-time multiplayer games and social applications. It provides an authoritative runtime environment for executing game logic, ensuring consistent state and cheat-resistant gameplay across diverse client platforms. The system acts as a centralized backend, managing persistent player identities, social graphs, and real-time communication channels to support complex multiplayer interactions. The platform distinguishes itself through an integrated suite of LiveOps tools that allow developers to manage game economies, schedule time-bound even

    Gobackendbackend-as-a-servicechat-server
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  • lidgren/lidgren-network-gen3lidgren 的头像

    lidgren/lidgren-network-gen3

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    在 GitHub 上查看↗1,221
  • beardedmanstudios/forgenetworkingremasteredBeardedManStudios 的头像

    BeardedManStudios/ForgeNetworkingRemastered

    1,484在 GitHub 上查看↗

    See various forks, also please join the Forge Community fork of Forge Alloy! -> https://github.com/ForgeAlloyCommunity/ForgeAlloy

    C#multiplayermultiplayer-gamenetwork-library
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  • mas-bandwidth/serializeM

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  • mas-bandwidth/yojimboM

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  • skywind3000/kcpskywind3000 的头像

    skywind3000/kcp

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    KCP is a low-latency transport protocol and reliability layer designed to provide TCP-like guaranteed delivery and ordering over UDP. It implements an automatic repeat request protocol to minimize network jitter and delays, prioritizing timeliness over bandwidth efficiency. The project distinguishes itself through a pluggable congestion controller and flow control logic, allowing the transport layer to be tuned for specific network environments. It includes a NAT keep-alive system that uses periodic heartbeat packets to maintain active communication paths and prevent address translation timeo

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  • valvesoftware/gamenetworkingsocketsValveSoftware 的头像

    ValveSoftware/GameNetworkingSockets

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    GameNetworkingSockets is a UDP networking library providing secure transport, peer discovery, and traffic control systems. It implements a networking layer for reliable and unreliable messaging over UDP, including tools for message fragmentation and reassembly. The project features a peer-to-peer NAT traversal tool for establishing direct host-to-host connections by punching through firewalls and network address translation layers. It secures network traffic through encrypted transport and secure key exchange. The library includes a traffic manager to organize data into prioritized lanes to

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