GGPO, or Good Game Peace Out, is a middleware network implementation of rollback networking, commonly used in fighting games. Yesterday the developer Tony Cannon (@Pond3r) released the following tweet:
Under the MIT license you are free to use GGPO in your game or game engine with very few conditions and no attribution required(although it is appreciated). GGPO is described on GitHub as:
Traditional techniques account for network transmission time by adding delay to a players input, resulting in a sluggish, laggy game-feel. Rollback networking uses input prediction and speculative execution to send player inputs to the game immediately, providing the illusion of a zero-latency network. Using rollback, the same timings, reactions visual and audio queues, and muscle memory your players build up playing offline translate directly online. The GGPO networking SDK is designed to make incorporating rollback networking into new and existing games as easy as possible.
For more information about the history of GGPO, check out http://ggpo.net/
GGPO has been used in several fighting games, including(from Wikipedia):
- Final Fight: Double Impact
- Dragon Ball: Zenkai Battle
- Street Fighter III: 3rd Strike Online Edition
- Skullgirls
- Marvel vs. Capcom Origins
- Darkstalkers Resurrection
- Dungeons & Dragons: Chronicles of Mystara
- Divekick
- Killer Instinct
- Lethal League
- Brawlhalla
- Rising Thunder
- Pocket Rumble
- Injustice 2
- Fantasy Strike
- Them’s Fightin’ Herds
- Omen of Sorrow
Learn more in the video below.