# mas-bandwidth/yojimbo

A network library for client/server games written in C++

Repository: https://github.com/mas-bandwidth/yojimbo
Canonical: https://ross.abutalabs.com/products/yojimbo
Language: C++
License: BSD-3-Clause
License Family: permissive
Topics: client-server, udp, protocol, game, multiplayer-game-server
Last push: 2026-08-26T04:05:32+00:00

## Health v2 (maintenance only)
Score: 99/100 (v2, computed 2026-09-02T17:46:02.011165+00:00)
- activity 99, release rhythm 99, longevity 100
- inputs: {"age_days": 3748, "days_push": 7, "days_rel": 7, "gap_med": 1, "n_releases_24m": 18}
- flags: none
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 2730, forks 278 (observed 2026-08-28T04:07:16.049014+00:00)

## What it is
yojimbo is a C++ network library for client/server multiplayer games, designed around the needs of competitive games like first-person shooters. It provides encrypted UDP transport, connect-token authentication, reliable and unreliable messaging, and per-connection network statistics.

## Use cases
- add client/server networking to a C++ game engine
- implement encrypted UDP transport for a multiplayer shooter
- send reliable-ordered and unreliable messages between game clients and server
- authenticate game clients with cryptographically secure connect tokens
- measure latency, jitter, and packet loss per connection
- fragment and reassemble large data blocks over UDP

## When to choose
- your game engine is written in C++ and needs client/server networking
- you are building a competitive multiplayer game with roughly 100 players or fewer per server
- you want production-ready encrypted, authenticated UDP with reliability built in

## When to avoid
- you need massively multiplayer servers with more than ~100 players per server
- you need multi-threaded networking (yojimbo is single-threaded)
- your game is peer-to-peer rather than client/server

## Facets
- artifact type: library
- maturity: stable
- function: serialization, cryptography, networking
- domain: networking
- platform: cpp, cross-platform
- tags: udp, client-server, multiplayer-games, game-networking, reliable-udp, connect-tokens, game-development, real-time

## Member repositories
- mas-bandwidth/yojimbo (main) score 99

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:07:16.049014+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T02:14:41.065828+00:00, confidence not recorded.
  - readme: https://github.com/mas-bandwidth/yojimbo (fetched 2026-08-28T04:07:16.049014+00:00, sha 048110b1fea8)
- Data as of 2026-08-30T08:39:29.467469+00:00.
