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0xFA11
MultiplayerNetworkingResources
C2018–2026
0xFA11 / MultiplayerNetworkingResources

MultiplayerNetworkingResources

A curated list of Multiplayer Game Network Programming Resources

8Distinct people
11Mentions
0Explicit recommenders
8.8KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

A curated list of Multiplayer Game Network Programming Resources

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year11 dated mentions

Observed mentions: 2018-02-12 21:33:00 UTC to 2026-07-02 12:15:37 UTC.

012342018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 2 mentions; 2 submissions, 0 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 4 mentions; 1 submissions, 3 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC220
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC110
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC211
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC110
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC101
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC000
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC413

What Hacker News says

11 sources
- since we are on the topic, i wanted to ask people here - could someone kindly share some resources on c++ game development - here is what i have - https://gamedev.net/tutorials/ - https://shader-learning.com/ - https://learnopengl.com/ - https://shaderacademy.com/ - https://www.gabrielgambetta.com/client-server-game-architect... - https://github.com/0xFA11/MultiplayerNetworkingResources - just a headsup, i am looking for 3D game development without unreal, unity , godot or any of those engines
In Bevy game development tutorials and in-depth resources
You'd be committing the classic fallacy of "i'll just work on these tools, then make the game", which while a fun exercise, almost never results in a game being released. Think about what your ultimate goal is: - you want to make games: use an existing engine. don't bother with half of the features, focus on whether the game is fun or not. add polish (like character animation transitions) later. use stock assets to begin with. - you want knowledge to work in games industry but not actually release a game yourself: learn all the bells and whistles of Unreal Engine - you want to make things that are unlike regular games: develop your own code - you don't ever intend to release a game, you just want to see how they're made: just read other people's code. Read the Quake engine source code and https://fabiensanglard.net/ as a companion site. I
Read the rest
f you're talking about using raylib, that is also a game engine, just a simpler one. We can look in both directions; if this is an exercise exclusively for personal learning and development, why not also learn about what's done for you by that library and by the GPU, etc? Occlusion, rasterisation, depth buffering, perspective-correct texture mapping... "the number one most important skill is how to keep a tangle of features from collapsing under the weight of its own complexity" https://prog21.dadgum.com/177.html this is what game engines do - they abstract the essential complexity present in all games, and keep it from infecting the one-time object, your game. If you want to learn about games, honestly, take a look at existing engines. Take a look at old engines like DOOM or Quake, or even http://cubeengine.com/ and http://sauerbraten.org/ (and their corresponding source code) -- they are very simple compared to modern FPS engines. The Cube engines render geometry using octrees rather than the traditional BSP or recursive portal approach. I am assuming latency and game reconcillation algorithms would be step 1 Yes, if you intend to make a networked game, write your netcode first, share state with client(s) over a network protocol, even if the network is 127.0.0.0/8 Netcode is its own area of study: - https://developer.valvesoftware.com/wiki/Latency_Compensatin... - https://developer.valvesoftware.com/wiki/Source_Multiplayer_... - https://github.com/0xFA11/MultiplayerNetworkingResources Gamers have opinions about netcode, because it affects how they have to think in order to play the game, so netcode becomes as much a creative endeavour as the level design, graphics, etc. Every area of endeavour you've mentioned is a fractal of timesuck. They all have their basics and then their advancements, that have been built up by thousands of people over decades. If you are learning by doing, for god's sake, keep it simple. Make the simplest thing that works. If you're making an FPS, have static geometry and non-animated character models (a 2D sprite will do). Prioritise having the most basic thing working as your goal. Otherwise you will be off in the weeds for years and you'll probably give up having built nothing. what day 0 to day 1000 of a game looks like Pick a baseline (whether that's a game engine, or raw language) and then spend the rest of the time making the game: designing gameplay, levels, movement, interactivity, playtesting, feedback, placeholder art, real art... it's about standing on the shoulders of giants, not re-inventing the wheel, and putting your mind and creativity into the new thing, which is your game
In Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

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