Posted April 04, 2014
blotunga: Since there are lots of graphic engines, I'm pretty sure there are also networking engines. The point is: they shouldn't restrict gamers to their own servers only (though they do because of DRM:P), but instead offer a choice.
Those networking engines tend to have a server-side component for matchmaking and such. The gaming companies using a third-party networking engine will have access to the client-side library, but often not the server-side.
And even if they do have a copy of the server-side to host on their own servers, there will be clauses in the networking engine's licensing agreement prohibiting the company from distributing the server-side with the game (should they desire to do so).
The point is that currently, I don't think there is a solid, widespread, networking engine that is part of the public domain (in implementation or even just as a specification of its behavior).
Those who want a reliable third-party networking engine have to use a proprietary solution which severely restrict how open deployment can be.
When I worked in that industry in 2009-2010, a handful of companies had near-complete control on networking middleware for games. I don't believe this has changed.
Post edited April 04, 2014 by Magnitus