DarkRift 2 vs netcode.io
DarkRift 2
github.comnetcode.io
github.comSide by side
| Figure | DarkRift 2 | netcode.io |
|---|---|---|
| Price from | Free | Free |
| Free plan | Yes | Yes |
| Free trial | — | — |
| Open source | — | — |
| Windows | Yes | Yes |
| macOS | — | Yes |
| Linux | Yes | Yes |
| Self-hosted | Yes | Yes |
| Plans published | 1 | 1 |
| Spec score · Game Networking Middleware | 8.0 (#14) | 8.4 (#5) |
| License | Most source files use MPL 2.0, while Unity scripts use MIT. | The C implementation is released under the BSD 3-Clause license. |
| Purpose | DarkRift is a multithreaded networking library for multiplayer experiences that need an authoritative server. | netcode is a secure, connection-oriented client/server protocol for multiplayer games built on UDP. |
| Support | The project says support is entirely community driven and directs users to its community Discord. | The maintainer asks users with build questions to open a GitHub issue and says he will do his best to help. |
Plans
In their own words
DarkRift 2
DarkRift 2 is a free, open-source networking library for multiplayer experiences using an authoritative server. It follows a client-server model and supports Unity and .NET, with servers embedded in Unity or run standalone. TCP and UDP transports provide bi-channel communication, and the project says UDP overhead can be as low as 3 bytes. Server clustering is described without concurrent-user limits. Prometheus metrics are built in for monitoring systems such as Grafana or Datadog, alongside custom metrics. Other listed capabilities include basic matchmaking and a chat filter. Developers can replace the Bichannel Network Listener with another low-level networking library. Support is community driven through Discord; the README says Unordinal is no longer able to maintain the project. Building requires Visual Studio 2022 or newer. Most source files use MPL 2.0, while Unity scripts use MIT. Release 2.11.0 is marked pre-release, with problems still to resolve.
netcode.io
netcode.io is a free, open-source client/server protocol for real-time multiplayer games. It uses UDP to exchange unreliable, unordered packets without TCP head-of-line blocking. Game backends can issue connect tokens that authorize clients, while servers assign connecting clients to configured slots and reject connections when slots are full. The protocol supports clean disconnects and timeouts for hard disconnects. Packets are encrypted and signed with libsodium, with protections described against crafted packets, replay attacks, and amplification attacks. IPv4 and IPv6 are supported, along with packet tagging intended to reduce Wi-Fi jitter. Implementations are listed for C, C#, Go, Rust, Unity, Unreal Engine 4, and TypeScript. Builds use CMake on Windows, macOS, and Linux, with CMake 3.16 or later and a vendored libsodium subset by default. The BSD 3-Clause project documents REST-based token requests and reports a nonce-reuse issue affecting versions 1.3.5 and earlier, fixed in 1.4.0.