yojimbo is a network library for client/server games written in C++.
It's designed around the networking requirements of competitive multiplayer games like first person shooters.
It has the following features:
- Cryptographically secure authentication via connect tokens
- Client/server connection management and timeouts
- Encrypted and signed packets sent over UDP
- Packet fragmentation and reassembly
- Reliable-ordered messages and data blocks
- Estimates of packet loss, latency and bandwidth usage
yojimbo is stable and production ready.
You can get the latest source code by cloning it from github:
git clone https://github.com/networkprotocol/yojimbo.git
After cloning, make sure to run this command to populate the netcode.io and reliable.io submodules:
git submodule update --init --recursive
Alternatively, you can download one of the latest releases
The author of this library is Glenn Fiedler.
Glenn is now the founder and CEO of Network Next. Network Next is a radically new way to link networks together, it's a new internet for games, one where networks compete on performance and price to carry your game's traffic. Check it out at https://networknext.com
yojimbo was generously sponsored by:
And by individual supporters on Patreon. Thank you. You made this possible!