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](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/#readme)
Game networking is a subset of computer networking that commonly covers transport protocols, data replication, entity synchronization, lag compensation, client-side prediction, server reconciliation, interest management, bandwidth optimization, physics rollback/fastforward simulation, anti-cheating and many other areas involved in multiplayer online game development.
_Please feel free to contribute with your awesome resource as well, thank you!_
**Quick Jump:** [Articles](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/#articles) - [Talks](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/#talks) - [Libraries](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/#libraries) - [Tools](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/#tools)
## Articles
- [1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.gamedeveloper.com/programming/1500-archers-on-a-28-8-network-programming-in-age-of-empires-and-beyond) - Mark Terrano, Paul Bettner.
- [Choosing TCP or UDP: a guide for game developers](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://web.archive.org/web/20210415231950/https://heroiclabs.com/docs/expert-tcp-udp/) - Basic TCP vs UDP comparison by Heroic Labs.
- [Close Look: Halo Infinite's Online Experience](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.halowaypoint.com/news/closer-look-halo-infinite-online-experience) - Discussing netcode issues and mitigations by Richard Watson.
- [Don't use Lockstep in RTS games](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://blog.istrolid.com/blog/dont-use-lockstep-in-rts-games.html) - Comparing Lockstep vs Client-Server Networking Models for RTS.
- [Ethernet vs. WiFi](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://web.archive.org/web/20191231135556/https://na.leagueoflegends.com/en/page/ethernet-vs-wifi-ping-packets-playing-better) - Connection over WiFi vs Ethernet metrics comparison by Viscarious from Riot Games.
- [Explaining Delay-based and Rollback Netcode](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://arstechnica.com/gaming/2019/10/explaining-how-fighting-games-use-delay-based-and-rollback-netcode/) - Rollback netcode for fighting games by Ricky Pusch.
- [Fast-Paced Multiplayer](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://www.gabrielgambetta.com/client-server-game-architecture.html) - Prediction, reconciliation, interpolation and compensation by Gabriel Gambetta.
- [Fightin' Words, Netcode](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://ki.infil.net/w02-netcode.html) - Articles explaining how fighting games use delay-based and rollback netcode.
- [Fight The Lag! The Trick Behind GGPO's Low Latency Netcode](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://drive.google.com/file/d/1cV0fY8e_SC1hIFF5E1rT8XRVRzPjU8W9/view) - An explanation of GGPO by Tony Cannon.
- [Gaffer on Games](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://gafferongames.com/) - Glenn Fiedler's reliable-UDP protocol and game network development articles.
- [Game Networking Demystified](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://ruoyusun.com/2019/03/28/game-networking-1.html) - Basic game networking terminology and concepts by Ruoyu Sun.
- [Game Server Architecture](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://web.archive.org/web/20210419133753/https://gameserverarchitecture.com/) - Matthew Walker's multiplayer game server architecture blog.
- [High Performance Browser Networking](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://hpbn.co/) - A free online book about modern web protocols by Ilya Grigorik.
- [How a Shooter Shoots](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://kotaku.com/58695***/networking-how-a-shooter-shoots) - Armin Ronacher's analysis on Battlefield 3's shooting mechanism in multiplayer.
- [Impact Of Latency In Wireless Networks For Real-time Multiplayer Games On Mobile Devices](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://ntnuopen.ntnu.no/ntnu-xmlui/bitstream/handle/11250/2352307/11752_FULLTEXT.pdf) - A paper.
- [IT Hare on Network Programming](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://ithare.com/category/network-programming/) - Detailed network programming articles from IT Hare team.
- [Lag Compensation - Fair Play for all Pings](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://vercidium.com/blog/lag-compensation/) - An article explaining lag compensation by Mitchell Robinson.
- [NAT Punch-through for Multiplayer Games](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://keithjohnston.wordpress.com/2014/02/17/nat-punch-through-for-multiplayer-games/) - NAT and P2P connectivity by Keith Johnston.
- [Netcode at Super Bit Machine: Multiplayer First](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://medium.com/@geretti/netcode-at-super-bit-machine-multiplayer-first-7940aa0a9fa4) - Article series on ARMAJET's netcode stack by Nicola Geretti.
- [Netcode Explained](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.pcgamer.com/uk/netcode-explained/) - Game networking concepts with examples by Chris "Battle(non)sense" on PC Gamer.
- [Networked Physics in Virtual Reality](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://developer.oculus.com/blog/networked-physics-in-virtual-reality-networking-a-stack-of-cubes-with-unity-and-physx/) - Networking a stack of cubes with Unity and PhysX by Glenn Fiedler.
- [Networking of a turn-based game](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://longwelwind.net/blog/networking-turn-based-game/) - Deterministic state synchronization netcode by Frederic Kaczynski.
- [Network Protocols](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.destroyallsoftware.com/compendium/network-protocols?share_key=97d3ba4c24d21147) - A brief overview of low-level network protocols stack from Destroy All Software.
- [Peeking into Valorant's Netcode](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://technology.riotgames.com/news/peeking-valorants-netcode) - Netcode overview and peeker's advantage by Matt deWet and David Straily.
- [Quake 3 Network Model](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://fabiensanglard.net/quake3/network.php) - Fabien Sanglard's source code review about Quake 3's networking model.
- [Real Time Multiplayer in HTML5](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://buildnewgames.com/real-time-multiplayer/) - Sven Bergstrom's multiplayer game development on the web guide.
- [Replication in Networked Games](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://0fps.net/2014/02/10/replication-in-networked-games-overview-part-1/) - Mikola Lysenko's replication articles for JavaScript-based multiplayer.
- [Rollback Networking in INVERSUS](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://blog.hypersect.com/rollback-networking-in-inversus/) - Ryan Juckett's post on a peer-to-peer rollback system in multiplayer.
- [Source Multiplayer Networking](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) - Valve's Source engine wiki including advanced game networking topics.
- [Sync Host Overview](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.gamedevs.org/uploads/introduction-to-sync-host.pdf) - A slide deck covering Sync Host architecture by Peter Kao from Insomniac Games.
- [Tech-Stack of the Ultima Online Servers](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.quora.com/What-was-the-technology-stack-driving-the-original-Ultima-Online-servers) - A summary of UO tech-stack by Raph Koster and Brian Crowder.
- [The Case of the Quake Cheats](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://www.catb.org/esr/writings/quake-cheats.html) - Security lessons from client-server model from Quake 1 by id Software.
- [The DOOM III Network Architecture](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://mrelusive.com/publications/papers/The-DOOM-III-Network-Architecture.pdf) - Improvements on network architectures used in Quake III Arena.
- [The Poor Man's Netcode](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://etodd.io/2018/02/20/poor-mans-netcode/) - Project code and detailed blog post about networking challenges by Evan Todd.
- [The TRIBES Engine Networking Model](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.gamedevs.org/uploads/tribes-networking-model.pdf) - Tribes I & II's networking model by Mark Frohnmayer and Tim Gift.
- [Tick Based Lag Compensation in Unity](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://twotenpvp.github.io/lag-compensation-in-unity.html) - Case scenario on shooting with better accuracy by Albin Coren.
- [Unity Physics and Client-Side Prediction](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://www.codersblock.org/blog/client-side-prediction-in-unity-2018) - Demo project and how-to blog post by Joe Best-Rotheray.
- [Unity UNET HLAPI and Steam P2P Networking](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://blog.spacewavesoftware.com/gamedev/2017-10-28-unity-unet-hlapi-and-steam-p2p-networking/) - Example project and detailed blog post by Justin Rempel.
- [Unreal Engine 1 Netcode](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://docs.google.com/document/d/1KGLbEfHsWANTTgUqfK6rkpFYDGvnZYj-BN18sxq6LPY) - Historical paper on netcode in UE1 (and Unreal Tournament) by Tim Sweeney.
- [Unreal Engine 3 Networking & Replication](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://api.unrealengine.com/udk/Three/ReplicationHome.html) - Historical UE3 game networking from the old wiki.
- [Unreal Engine 4 Framework & Network](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://www.nafonso.com/home/unreal-framework-network) - A look into Unreal game networking framework by Nuno Afonso.
- [Unreal Engine 4 Network Compendium](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf) - A summary of Unreal game networking by Cedric Neukirchen.
- [Unreal Engine 4 Networking and Multiplayer](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://docs.unrealengine.com/en-us/Gameplay/Networking) - Official UE4 game networking framework docs from the wiki.
- [Valorant's 128-Tick Servers](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://technology.riotgames.com/news/valorants-128-tick-servers) - Server runtime optimization techniques in-depth by Brent Randall.
- RU [Как мы писали сетевои код мобильного PvP шутера](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://habr.com/ru/company/pixonic/blog/415959/) - Pixonic о клиенте в быстром шутере.
## Talks
- Game Developers Conference
- [2000 / Half-Life and Team Fortress Networking](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.gdcvault.com/play/1016***2/Half-Life-and-Team-Fortress) - Talk on backend network services by Yahn Bernier.
- [2010 / Building the Server Software for ELIMINATE](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://www.gdcvault.com/play/1012368/Building-the-Server-Software-for) - By Stephen Detwiler and James Marr.
- [2011 / Crysis 2 Multiplayer](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://www.gdcvault.com/play/1014886/Crysis-2-Multiplayer-A-Programmer) - A Programmer's Postmortem by Peter Hall from Crytek.
- [2011 / I Shot You First](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://www.gdcvault.com/play/1014345/I-Shot-You-First-Networking) - Gameplay networking in Halo: Reach by David Aldridge from Bungie.
- [2012 / Writing Server and Network Code for Your Online Game](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://www.gdcvault.com/play/1015609/Writing-Server-and-Network-Code) - Talk by Patrick Wyatt from En Masse.
- [2013 / Network Serialization and Routing in World of Warcraft](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://www.gdcvault.com/play/1017733/Network-Serialization-and-Routing-in) - Talk by Joe Rumsey from Blizzard.
- [2015 / Game Networking for Physics Programmers](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://www.gdcvault.com/play/1022195/Physics-for-Game-Programmers-Networking) - Talk by Glenn Fiedler from Respawn.
- [2015 / Networking Gameplay and AI in Assassin's Creed Unity](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://www.gdcvault.com/play/1022168/Networking-Gameplay-and-AI-in) - Talk by Charles Lefebvre from Ubisoft.
- [2015 / Shared World Shooter: Destiny's Networked Mission Architecture](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.gdcvault.com/play/1022246/Shared-World-Shooter-Destiny-s) - By Justin Truman.
- [2015 / Stop, Copy/Paste Networking & Innovate](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.gdcvault.com/play/1022787/Stop-Copy-Paste-Networking) - Design approaches by Claire Blackshaw from Sony.
- [2016 / Fighting Latency on Call of Duty Black Ops III](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.gdcvault.com/play/1023220/Fighting-Latency-on-Call-of) - Talk by Benjamin Goyette from Activision.
- [2017 / Overwatch Gameplay Architecture and Netcode](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=zrIY0eIyqmI) - Timothy Ford on precise simulation with ECS.
- [2017 / Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=W4oZq4tn57w) - Talk by Philip Orwig.
- [2017 / Networking Scripted Weapons and Abilities in Overwatch](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=ScyZjcjTlA4) - Talk by Dan Reed from Blizzard.
- [2017 / Replicating Chaos: Vehicle Replication in Watch Dogs 2](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=_8A2gzRrWLk) - Replicating vehicle movement in P2P.
- [2018 / 8 Frames in 16ms](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=7jb0FOcImdg) - Rollback Networking in Mortal Kombat and Injustice 2 by Michael Stallone.
- [2018 / For Honor: From a Great Launch to Live Period](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.gdcvault.com/play/1024949/-For-Honor-From-a) - By Damien Kieken and Roman Campos Oriola.
- [2018 / It IS Rocket Science!](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.gdcvault.com/play/1024972/It-IS-Rocket-Science-The) - The physics and networking of Rocket League in details by Jared Cone.
- [2019 / Quantum Deep Dive](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://vimeo.com/3357***361/2f90c04a30) - Photon Quantum Network Engine for Unity by Eric from Exit Games.
- Unreal Engine Livestream
- [Replication Graph](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=CDnNAAzgltw) - Epic's dev-team demonstrates UE 4.20's new Replication Graph feature.
- [Server Optimizations](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=mT8VUVuk-CY) - Ryan Gerleve and Dave Ratti to discuss server optimization techniques in UE4.
- Unreal Fest
- [EU 2019 / Replication Graph For Optimizing RTS Games](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=VusAHXoHF3Y) - Talk by Nick Pruhs from Deadalic.
- Unity Unite
- [EU 2016 / Building a PvP focused MMO](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=x_4Y2-B-THo) - Albion MMO architecture by David Salz from Sandbox.
- [EU 2017 / Photon vs UNet](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=Y1my5bKhKJY) - Netcode architecture comparison by Christof Wegmann from Exit Games.
- [LA 2018 / Deep-Dive Into Networking for Unity's FPS Sample](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=k6JTaFE7SYI) - Talk by Peter Andreasen from Unity.
- [EU 2019 / Intro to DOTS and Netcode](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=P_-FoJuaYOI) - Networked future of Unity using DOTS by Tim Johansson.
- Other
- [HandmadeCon 2015 / Pat Wyatt](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=1faaOrtHJ-A) - Chat about Guild Wars, Diablo, StarCraft netcode by Pat Wyatt.
- [Overwatch / Let's Talk Netcode](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=vTH2ZPgYujQ) - Overwatch netcode by Tim Ford and Philip Orwig from Blizzard.
- [Valorant / Netcode & 128-Servers](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=_Cu97mr7zcM) - Some basic networking concepts in Valorant from Riot Games.
- [Warframe / Networking Architecture](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.youtube.com/watch?v=VVetqMgcN50) - Warframe netcode by Maciej Sinilo from Digital Extremes.
## Libraries
- C / C++
- [ENet](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://enet.bespin.org/) - Simple and robust reliable UDP networking library.
- [GameNetworkingSockets](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/ValveSoftware/GameNetworkingSockets) - Valve's internal (Steam) network transport layer for games.
- [GGPO](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/pond3r/ggpo) - Good Game, Peace Out Rollback Network SDK.
- [KCP](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/skywind3000/kcp) - A fast and reliable ARQ protocol.
- [RakNet](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/facebookarchive/RakNet) - Full-featured and mature reliable UDP networking engine.
- [TNL2](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/nardo/tnl2) - (Inactive) Torque Networking Library 2 which is quite similar to [TRIBES Networking Model](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.gamedevs.org/uploads/tribes-networking-model.pdf).
- [yojimbo](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/networkprotocol/yojimbo) - Reliable UDP networking library for client/server games with dedicated servers.
- C#
- [Barebones Master Server](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/alvyxaz/barebones-masterserver) - Backend framework with auth, profile, lobby, chat features for Unity.
- [DarkRift 2](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/DarkRiftNetworking/DarkRift) - Unity focused high-performance multi-threaded multiplayer networking solution.
- [FishNet](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/FirstGearGames/FishNet) - Unity networking solution aimed towards reliability, ease of use, efficiency, and flexibility.
- [Forge Networking](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/BeardedManStudios/ForgeNetworkingRemastered) - Unity focused real-time multiplayer networking solution.
- [Lidgren.Network](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/lidgren/lidgren-network-gen3) - Reliable UDP networking library (.NET/Mono/Unity).
- [LiteNetLib](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/RevenantX/LiteNetLib) - Lite reliable UDP networking library (.NET/Mono/Unity).
- [MagicOnion](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/Cysharp/MagicOnion) - Unified Realtime/API framework for .NET platform and Unity.
- [Mirror](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/vis2k/Mirror) - A community replacement for Unity's abandoned UNET Networking System.
- [Netcode for Entities](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://docs.unity3d.com/Packages/com.unity.netcode@latest) - Unity's official netcode SDK for Entities workflows.
- [Netcode for GameObjects](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/Unity-Technologies/com.unity.netcode.gameobjects) - Unity's official netcode SDK for GameObject workflows.
- [Netick](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://netick.net/) - A server-authoritative networking solution for Unity.
- [NetStack](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/nxrighthere/NetStack) - Lightweight toolset for creating concurrent networking systems for multiplayer games.
- [Networker](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/MarkioE/Networker) - TCP and UDP networking library (.NET/Unity).
- [Normcore](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://normcore.io/) - Seamless multiplayer game networking for Unity (Cloud/SaaS).
- [Photon Engine](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://photonengine.com) - Hybrid multiplayer game networking platform (Cloud/SaaS).
- [RiptideNetworking](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/tom-weiland/RiptideNetworking) - Lightweight C# networking solution for multiplayer games.
- [SocketWeaver](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://socketweaver.com) - Multiplayer cloud services designed for the Unity engine (Cloud/SaaS).
- Go
- [Nakama](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/heroiclabs/nakama) - Open-source backend infrastructure for multiplayer games (also with Unity/C# SDK).
- [GoWorld](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/xiaonanln/goworld) - Scalable Distributed Game Server Engine with Hot Swapping (and Unity demo!).
- Java
- [SmartFoxServer](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://smartfoxserver.com/) - Massive multiplayer game server with advanced built-in features.
- JavaScript
- [Actionhero](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://actionherojs.com) - A node.js API server framework for TCP sockets, websockets and HTTP clients.
- [Colyseus](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/colyseus/colyseus) - Authoritative multiplayer game server backend framework.
- [Kalm](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/kalm/kalm.js) - Socket manager/optimizer library with custom congestion control for Node.js and browsers.
- [SocketCluster](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/SocketCluster/socketcluster) - Scalable multi-process HTTP & real-time server framework.
## Tools
- [CapAnalysis](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.capanalysis.net/ca/) - Web visual tool to analyze captured network traffic. (Ubuntu, Debian)
- [clumsy](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://jagt.github.io/clumsy/) - Network condition simulation utility. (Windows)
- [netem](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://wiki.linuxfoundation.org/networking/netem) - Network emulation for testing protocols. (Linux)
- [mitmproxy](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://mitmproxy.org/) - Web debugging proxy server. (Windows, macOS, Linux)
- [Network Link Conditioner](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://nshipster.com/network-link-conditioner/) - Network environment simulation utility. (macOS, iOS)
- [Network Protocol Analyzer](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.softperfect.com/products/networksniffer/) - Tool for analysing, debugging and monitoring connections. (Windows)
- [Network Simulator (ns)](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.nsnam.org) - Network simulator targeting research and educational use. (macOS, Linux)
- [Postman](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.postman.com/) - Web API debugging and development client. (Windows, macOS, Linux)
- [websocat](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://github.com/vi/websocat) - CLI client for WebSockets like netcat or curl. (Windows, macOS, Linux)
- [Wireshark](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://www.wireshark.org/) - Network traffic analyzer tool. (Windows, macOS, Linux)
## License
[![CC0](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/http://mirrors.creativecommons.org/presskit/buttons/88x31/svg/cc-zero.svg)](https://github.com/ThusSpokeNomad/GameNetworkingResources/blob/master/https://creativecommons.org/publicdomain/zero/1.0/)