ZIG is a portable, game-oriented client-server networking and execution framework written in C++. It can be used together with other engines or libraries that supply graphics, game physics, etc. in order to implement a full multiplayer game engine. Its goal is to provide an easy-to-use yet powerful game networking engine so that game developers won't feel the need to write networking engines from scratch using low-level APIs such as sockets.
| Tags | Internet Games/Entertainment |
|---|---|
| Licenses | BSD Revised |
| Operating Systems | OS Independent |
| Implementation | C++ |
| Translations | English |
Recent releases


Release Notes: This release brings about two years of bugfixes and enhancements, plus documentation rewritten from scratch. It includes SCTP-like transport of multiple message streams through a single ZIG client-server connection. Each stream enforces a message ordering that is independent of other streams. The ZIG streams also allow you to control bandwidth use (if you want to) and to mix reliable and unreliable messages on the same stream.


Release Notes: This release introduces minor API changes. There are 20 bugfixes and feature enhancements, including fixes for memory leaks and internal enhancements to allow the handling of large reliable messages (up to 32Kb) and UDP packets (up to 64Kb).


Release Notes: This release fixes a deadlocked Linux version client when connection attempts failed by timeout, and possible deadlocks with the console command interpreter callback. There are 15 bugfixes and minor feature enhancements.


Release Notes: The console_c class is now thread-safe. This version also fixes lots of compilation problems under mingw/gcc.


Release Notes: This version fixes critical multithreading bugs that affect the new 'non-blocking' execution mode introduced in the previous release. There were also a couple of other (minor) bugs fixed.