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aghio-2020/Multiplayer-Game

C · updated Sep 2025

Videogame-like 2d world syncronized between different clients. Made with C++. SDL and Enet. Dedicated, Authoritative server model where client only sends inputs

A 2D multiplayer game in C++ where a dedicated server owns the world state and clients only send inputs, using ENet for transport and SDL for rendering. It suits developers who want to read a complete authoritative-server layout in a small, readable tree rather than study a production netcode library.

The split between shared code and the two executables is visible in the layout. Core holds Networking, Physics and Events, while Game and Server each have their own source folder and CMake target, so the build enforces the boundary. Core/Networking wraps Connection and Message types, which keeps most game code away from raw ENet structures. The IObservable and IObserver pair in Core/Events gives the game a way to react to network events without the networking code knowing about game objects.

Only enet.h is vendored, with no ENet library or sources, and box2d ships a prebuilt Windows box2d.lib, so a clean clone will probably not build on Linux or macOS without extra setup. There is a custom Physics folder (Body2D, Collisions2D, Forces2D) next to a vendored Box2D, and the tree does not show which one the game uses. The top-level tree has no README, no tests and no CI config, and setup.py in a C++ project is unexplained. Zero stars, zero forks and a last push in September 2025 suggest little outside use, so expect to read the code yourself before adopting any of it.

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