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ketoo/NoahGameFrame

★ 4,138 · C++ · Apache-2.0 · updated Feb 2023

A fast, scalable, distributed game server engine/framework for C++, include the actor library, network library, can be used as a real time multiplayer game engine ( MMO RPG/MOBA ), which support C#/Lua script/ Unity3d, Cocos2dx and plan to support Unreal.

NoahGameFrame is a distributed game server framework in C++ built around a plugin architecture, targeting MMO and MOBA-scale multiplayer games. It provides an actor model for async work, an event/attribute system, Lua scripting support, and bridges to Unity3D and Cocos2d-x clients. The original author died in 2021, and the project has been effectively unmaintained since early 2023.

The plugin architecture is genuinely well-structured — each subsystem (networking, logging, kernel, config, navigation) is a separate plugin loaded at runtime, which makes it possible to swap components without rebuilding everything. The actor model using a thread pool for async events is a reasonable approach to CPU-bound game logic without locking yourself into async/await patterns. Protobuf for message definitions is the right call for a project targeting multiple client languages. The Detour/Recast navmesh integration is production-grade pathfinding that saves you from writing your own.

The project is abandoned — last meaningful push was February 2023, the author is deceased, and there is no active maintainer. Adopting this means you own all future bugs and security issues in a large C++ codebase. The dependency story is painful: libevent, protobuf, hiredis, Lua, and several others all need to be built manually via shell scripts, and the Windows build requires vcpkg with VPN instructions baked into the README, which is a bad sign. Documentation is sparse English mixed with Chinese, the wiki is the primary reference, and several advertised features (Blueprint System) are shown only as animated GIFs with no actual implementation. There is no test suite anywhere in the tree.

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