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yojimbo

BSD-3-ClauseC++v1.13.0

A C++ network library for client/server games with secure authentication, reliable messaging, and competitive multiplayer features.

GitHubGitHub
2.7k stars278 forks0 contributors

What is yojimbo?

Yojimbo is a network library for client/server games written in C++. It provides secure authentication, encrypted communication, reliable messaging, and network metrics specifically designed for competitive multiplayer games like first person shooters. It solves the problem of implementing robust, low-latency networking in custom game engines.

Target Audience

Game developers working on custom C++ game engines who need to implement client/server networking for competitive multiplayer games, particularly first person shooters and other real-time titles.

Value Proposition

Developers choose Yojimbo because it's specifically designed for the demanding networking requirements of competitive multiplayer games, offering production-ready features like secure authentication, encrypted UDP communication, and comprehensive network metrics out of the box.

Overview

A network library for client/server games written in C++

Use Cases

Best For

  • Implementing secure client/server networking in custom C++ game engines
  • Building competitive multiplayer games like first person shooters
  • Adding encrypted UDP communication with packet fragmentation
  • Managing reliable and unreliable messaging for real-time gameplay
  • Tracking network metrics like latency, jitter, and packet loss
  • Creating authentication systems for multiplayer game sessions

Not Ideal For

  • Projects using game engines with built-in networking like Unity or Unreal Engine
  • Non-game applications such as web servers or IoT devices requiring different protocols
  • Simple multiplayer games that don't need low-latency or secure authentication

Pros & Cons

Pros

Secure Authentication

Uses cryptographically secure connect tokens based on the netcode standard, ensuring safe client authentication as highlighted in the README.

Encrypted UDP Communication

Provides encrypted and signed packets sent over UDP, essential for protecting game data without sacrificing latency, a core feature for competitive games.

Flexible Messaging Systems

Supports both unreliable-unordered messages for time-sensitive data and reliable-ordered messages with aggressive resend, catering to diverse game networking needs.

Comprehensive Network Metrics

Estimates latency, jitter, packet loss, and bandwidth per connection, helping developers optimize performance and debug network issues.

Cons

C++ and UDP Limitation

Focused solely on C++ and UDP, lacking support for other languages or protocols like TCP or WebSockets, which might be required for certain game features or platforms.

Integration Complexity

Built on multiple underlying libraries (netcode, reliable, serialize), making setup and integration more involved than a self-contained solution, as noted in the dependencies.

Niche Specialization

Highly tailored for competitive multiplayer games, so it may be over-engineered for simpler or non-game applications, with features that add unnecessary overhead.

Frequently Asked Questions

Quick Stats

Stars2,731
Forks278
Contributors0
Open Issues7
Last commit17 hours ago
CreatedSince 2016

Tags

#client-server#multiplayer-games#low-latency#c-plus-plus#game-development#game#protocol#real-time#game-engine#networking#udp

Built With

C
C++

Included in

Game Engine Development1.3k
Auto-fetched 9 hours ago

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