FSP is a UDP-based protocol for transferring files. It has many benefits over FTP, mainly for running anonymous archives. It is usable on lines with high packet loss ratio (70% WiFi), can go behind firewalls and unnoticed by port scans (because of UDP), does not overload networks when hosting ISOs or movies, share files on modem lines without eating all of the bandwidth, and keeps lamers away from your site (they don't know how to get to it). This project is active continuation of the FSP code base (abandoned 1996-2003).
conexus is a generalized C++ I/O library that includes network support for IPv4 and IPv6 sockets, serial/TTY communications, kernel message queues, pipes, and files. Objects use sigc++ for signaling property changes and other information. Sub-libraries include conexus-gtkmm (provides a set of gtkmm widgets), conexus-dbus (provides dbus support for endpoints), conexus-nspr (provides NSPR endpoints), conexus-nss (provides NSS endpoints), and conexus-ssl (provides OpenSSL endpoints).
RoseThorn is a cross-platform library for 2D and 3D games running on GNU/Linux (and possibly other Unix-like OSes) and Windows. Features include: hardware accelerated 2D and 3D rendering; Ogg and WAV Sound support with OpenAL; Lua scripting; BMP, JPEG, and PNG image loading and saving (from screenshots); easily created and modified user interfaces with XML and CSS, combined with Lua event handling; separate 2D and 3D libraries; support for multiple fonts in both TTF and bitmap formats; support for OBJ, 3DS, MD5, and RTM model formats; skeletal animation (a work in progress); support for UDP and TCP networking; thread and mutex support; a Simple Shader API; 2D animated sprites; and some basic cryptography support. There is simple event management, with key/mouse bindings easily customized from the in-game console, config file, command line, or GUI.
ENet for C# wraps the C-language ENet networking library. For games and other realtime applications, if you use TCP, old data can hold up newer data, even if it is no longer relevant (old positions, etc.). Your players will perceive any lost packet as a "lag burst". ENet supports multiple in-order streams of data, and allows you to decide on reliability on a per-packet basis. The library is useful for both client-server and peer-to-peer architectures.