   NetLib4Games network engine (LGPL)
  Hi, I hope it is appropriate to post this here.I have a C++ network library that's currently gathering dust on SourceForge:http://sourceforge.net/projects/netlib4gamesIt's UDP/IP based, runs on Windows, and implements your usual features:* Reliable/unreliable packets* Ordered/unordered packets* Automatic fragmentation and reassembly of large packets* Automatic connection state handling (timeouts and keepalives)* Multiple channelsI'd call it a medium-level library (as opposed to a high-level library that imposes its structure on your application). You basically open connections and send/receive data and it hides the underlying logic from you.It's been tested in a LAN environment (a 5 player deathmatch), and it seems to hold up okay. It should in theory work fine under internet conditions - it was definitely designed to - however I haven't tested this yet.Anyway, I'm just wondering if anyone has any interest in using this, or possibly extending it further? I think it has potential... (Or has this been done to death already?)Appreciate your thoughts,-Tom   
  This is a fine place to post that question.What I find lacking between the "UDP wrapper" libraries and the "structure your game" libraries is a good library that understands data (does marshalling, demarshalling, state deltas etc) without imposing component structure on your application. If you're looking to differentiate yourself, that'd probably be a good thing to work at.;  I'll give this a look.   ;  I'll also have a look on it. I'm a total beginner in network-programming with c++ ^^"   