Game Development Stack Exchange is a question and answer site for professional and independent game developers. Join them; it only takes a minute:

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

I'm aiming for making a(n) RTS game with networking so instead of doing tedious stuff like networking I wonder if there is a library/framework that will save me the effort. I intend to make that game in Unity if it is of any interest.

share|improve this question

closed as off-topic by Sean Middleditch, Josh Petrie Dec 7 '13 at 2:34

This question appears to be off-topic. The users who voted to close gave this specific reason:

  • "Questions that are about "which tech to use" are outside the scope of the site. For more information, see this meta post" – Sean Middleditch, Josh Petrie
If this question can be reworded to fit the rules in the help center, please edit the question.

I don't believe you will find a specialized RTS network library. You can find an open source RTS engine, such as OpenRTS, or a general purpose network library, like the ones Valmond recommended.

If you will not use an RTS engine, then I recommend reading this awesome series of posts on how to design your network layer: Synchronous RTS Engine and a tale of desyncs. Or the Gamasutra article 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond

share|improve this answer
The Synchronous RTS Engine article now 404s. Here's a permanent link. – spiffytech Dec 4 '14 at 17:34
Thanks, updated the link. Wait..... AltDevBlog is dead?? :( Not that I'm really surprised tbh. – pek Dec 4 '14 at 17:38

Check out Raknet, it is not a RTS-specialized library but a quite good one.

Boost::Asio is "better" but less a library 'for games', you might want to check out what it offers though.

Usually you use a lockstep approach for RTS games and I know of no 'open' libraries handling those (you might want to search for it though).

Worst case, you can make a game running on a LAN (no latency etc) and move further later (as long as you have a fully functionnal multiplayer game up and running, switching from LAN to say the internet should be quite possible).

share|improve this answer

I recently wrote a blog post about a lockstep implementation in Unity3D. You can view it at:

share|improve this answer

Not the answer you're looking for? Browse other questions tagged or ask your own question.