finds.dev

ThatsAMorais/networking-game-raylib

The basis for a networking game leveraging enet with a dedicated server application where clients can connect

View on GitHub

CZlibupdated Jul 2024

// the take

A C project scaffolding a multiplayer game on Raylib for rendering and ENet for client-server networking, with a separate dedicated server binary built via CMake. It's a starting template for someone building a small networked 2D game in C, not a finished game or a general-purpose netcode library.

Client and server are properly separated into their own source trees with independent CMakeLists, rather than one binary branching on a flag. It commits to a dedicated-server architecture instead of peer-to-peer, which is the right call the moment you care about cheating or NAT traversal. ENet is vendored directly rather than the author rolling their own UDP reliability layer, and there's an actual CI workflow (.github/workflows/build.yml) exercising the CMake build on push instead of just trusting it builds.

There's no real gameplay here - screens transition and a countdown runs, but game_logic.c reads as a stub; this is netcode plumbing, not a game. Zero stars, zero forks, one contributor, and the last push was over a year ago (2024-07-15), so anyone adopting this is on their own for bug fixes. The actual hard problems of multiplayer - message framing, client authority vs. server authority, input validation against a malicious client - aren't documented or visibly addressed anywhere in the tree. There are no tests, and two build systems are maintained in parallel (CMake plus a checked-in VS2022 .sln/.vcxproj), which is exactly the kind of thing that silently drifts out of sync on an inactive repo.

We read the README, the directory tree and a key source file in October 2026. Nobody pays to be listed. How we judge →

// at a glance

Stars
0
Forks
0
Language
C
License
Zlib
Last commit
15 Jul 2024

// nearby

If networking-game-raylib isn't quite it.

All repos →