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GGPO

300 bytes added, 09:09, 27 August 2021
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{{Infobox software
|logo = GGPO.png
|logowidth = 138px120
|version = 0.30
|platform = [[Emulators on PC|Windows]]
|type = Middleware
|developer = Tony Cannon
|website = [http://ggpo.org/ ggpo.org]
|source = [https://github.com/pond3r/ggpo GitHub]
|license = MIT License
}}
'''GGPO''' (an acronym for '''<u>G</u>ood <u>G</u>ame <u>P</u>eace <u>O</u>ut''') is a MIT licensed (formerly proprietary) an open source middleware developed by Tony Cannon in 2006. It's designed to allow for lag reduction hide the appearance of lag in online multiplayer, and does so using a technique called rollback networking. It was originally designed for use in arcade emulators, and remains its primary use. Specifically, it uses first implemented as a web service using [[FinalBurn Alpha]]but, because it distributed ROMs to players, it didn't last very long. The official Cannon used this site of for two purposes; to adjust the code according to feedback from players, and to market GGPO is gone to game developers. Eventually, it was incorporated into games like Skullgirls and Street Fighter III: 3rd Strike Online Edition. While the author instead GGPO service doesn't exist anymore, alternatives exist; Cannon recommends using [[https://www.fightcade.com FightCade]] specifically.
It has also been licensed by video game developers for use in their games, such as Skullgirls GGPO is available under the MIT license and Street Fighter IIIis available on [https: 3rd Strike Online Edition//github.com/pond3r/ggpo GitHub].
GGPO SDK has been open sourced in October 9th, 2019 and the source code was made available on ==External links==* [httpshttp://githubki.infil.comnet/pond3r/ggpo GitHubw02-netcode.html Article explaining netcode in the context of fighting games].
[[Category:Tools]]
[[Category:Netplay]]
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