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GGPO

402 bytes added, 02:48, 24 November 2021
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{{Infobox software
|logo = GGPO.png|logowidth = 138px120|version = 0.3032|active = No|platform = [[Emulators on Windows|Windows]]|type = Middleware|developer = Tony Cannon|website = [http://ggpo.org/ ggpo.orgnet]|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) middleware designed to allow for lag reduction in online multiplayer. It was originally designed for use in arcade emulators, and remains its primary use. Specifically, it uses [[FinalBurn Alpha]]. The official site of GGPO is gone and the author instead recommends [https://www.fightcade.com FightCade].
'''GGPO''' (an acronym for '''<u>G</u>ood <u>G</u>ame <u>P</u>eace <u>O</u>ut''') is an open source middleware developed by Tony Cannon in 2006. It's designed to hide the appearance of lag in online multiplayer, and does so using a technique called rollback networking. It has also been licensed by video was first implemented as a web service using [[FinalBurn Alpha]] but, because it distributed ROMs to players, it didn't last very long. Cannon used this site for two purposes; to adjust the code according to feedback from players, and to market GGPO to game developers for use in their . Eventually, it was incorporated into games, such as like Skullgirls and Street Fighter III: 3rd Strike Online Edition. While the GGPO service doesn't exist anymore, alternatives exist; Cannon recommends using [[FightCade]] specifically.
GGPO SDK has been open sourced in October 9th, 2019 is available under the MIT license and the source code was made is available on [https://github.com/pond3r/ggpo GitHub].
==External links==
* [http://ki.infil.net/w02-netcode.html Article explaining netcode in the context of fighting games]
[[Category:Tools]]
[[Category:Netplay]]
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