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GameNetworkingSockets is a basic transport layer for games. A reliability layer significantly more sophisticated than a basic TCP-style sliding window. It is based on the "ack vector" model from DCCP (RFC 4340, section 11.4) and Google QUIC and discussed in the context of games by Glenn Fiedler. The basic idea is for the receiver to efficiently communicate to the sender the status of every packet number (whether or not a packet was received with that number).
DyConnect is a cross-platform networking library for C++. Features include: synchronized variables for rapid development of networked games, multi-threaded TCP/IP, low-level UDP sockets, support for IPv4 and IPv6, and data compression.
XLattice is a communications infrastructure for server-assisted peer-to-peer networks.
Initial implementation is Java (and so platform-independent) with C/C++ for Linux and then Windows to follow.
A cross platform, LGPL networking library that offers RPC and Object Replication using UDP and a protocol to most efficiently detect and recover from packet loss.
The Torque Network Library is a robust, secure, easy to use cross-platform C++ networking API designed for high performance simulations and games. The network architecture in TNL has powered some of the best internet multiplayer action games to date.
OAS is an application server for building online, cross-platform, multiplayer/user game applications and provides developers with a framework for handling client/server communication, handling and executing application logic, and multiple client types.