HackerReposA FIELD GUIDE TO OPEN SOURCE
ProSponsor the shelf♧ 0
← Back to top all-time
facebookarchive
RakNet
HTML2014–2021
facebookarchive / RakNet · Archived

RakNet

RakNet is a cross platform, open source, C++ networking engine for game programmers.

4Distinct people
8Mentions
0Explicit recommenders
3.4KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

RakNet is a cross platform, open source, C++ networking engine for game programmers.

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 year8 dated mentions

Observed mentions: 2014-07-07 14:13:21 UTC to 2021-02-04 02:25:13 UTC.

01232014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 3 mentions; 1 submissions, 2 comments20142015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments20172018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2021

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
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC312
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC000
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC101
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC303
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC000
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC101

What Hacker News says

8 sources
I was just saying to people interested in games, it is good to get a base level to advanced guide to every part including rendering, networking, gameplay etc that is a good source built from experience and explains things clearly. Yours looks like a great source for networking as well, thanks for adding it. I see you reference Gaffer on Games and the Valve Latency Compensation article, both are great for understanding game networking and helped me greatly in shipped titles especially prior to Unity/Unreal using stuff like enet [2]/RakNet [3]/custom. Lots of networking libs inherited the best from those like reliable UDP, channels and dealing with NAT. Both are excellent libraries to help understand the full picture and get started. Lots of game engines networking libs are based on those. [1] https://developer.valvesoftware.com/wiki/Laten
Read the rest
In Computer Graphics from Scratch
I have no idea but another case is RakNet (another Facebook property, via Occulus). It even uses the older, more controversial wording: https://github.com/facebookarchive/RakNet/blob/master/PATENT... And I'd find it highly unlikely it contains any patents too. Occulus was bought in March 2014 by Facebook and RakNet was bought in April 2014 by Occulus and there is only a handful of commits on GitHub that don't seem substantial at all and are just maintenance and cleaning up the repo. RakNet operated for years before that so it's unlikely they happen to have had a patent in it at the time of its purchase or they'd be nuked by Facebook before. Then again, there are/were patents for some bit tricks and Carmack's Reverse so anything is possible.
In Apache Foundation disallows use of the Facebook “BSD+Patent” license
I'm neither and English isn't my first language (not that legalese is even close to any sane kind of English from last 200 years..) but due to my deep interest in Free and Open software, old games reimplementations, abandonware, reverse engineers and emulation I spent quite a while reading about legal stuff. The part you said is important sounds like you lose the right to use the patent in the given software if you attempt to sue someone over patents in that software which sounds absolutely sane. In facebook's case they terminate the patent grant given to you for you trying to sue them for any patent, except a counterclaim if they sue first: https://github.com/facebook/react/commit/b8ba8c83f318b84e429... And even that is just few years ago, RakNet that Facebook owns via Occulus is still using the old wording: https://github.com/facebookar
Read the rest
chive/RakNet/blob/master/PATENT... So basically the difference boils down to the CAPS part below: Apache 2.0: we grant you use of these patents, sue anyone over one of the patents we gave you and we take that grant away. Facebook's BSD: we grant you use of these patents, sue anyone over one of the patents we gave you OR SUE US OVER ANY PATENT AT ALL and we take that grant away. Another difference is what is covered. Apache is about suing, Facebook's BSD says you can't even 'take a direct financial interest in' any of the stuff they don't want you doing.
In Apache Foundation disallows use of the Facebook “BSD+Patent” license
RakNet does that too (it's owned by Facebook via Occulus for a while now, Facebook bought Occulus then Occulus bought RakNet): https://github.com/facebookarchive/RakNet/blob/master/PATENT... Is this widespread at all or is it just Facebook..? Edit: I'm glad to be downvoted for asking a genuine fucking question if anyone else does this since Apache mentions Facebook and the only place I ran into PATENTS file is another Facebook property and googling brings nothing up except more React..
In Apache Foundation disallows use of the Facebook “BSD+Patent” license
True but you can create a reliable UDP implementation and get the same TCP features you need (resending/ordering/ACK). Many games use UDP and then some form of reliable UDP where important messages are ACK'd (game start, game end, global events etc).[1] Almost every multiplayer game I have worked on has a flavor of this, where there is a bit or flag on important messages that need reliable tracking over UDP. Everything else is just broadcast like player positions, local action and more where packets can be missed and extrapolated/interpolated, predictive methods and lag compensation. There can also be some packet loss increase when using TCP mixed with UDP[2]. Most games built recently probably use more RUDP than TCP. But when you need to use any UDP at all you may as well just go reliable UDP. TCP definitely works for non-realtime game
Read the rest
s and turn based especially but if you ever want some non essential systems updating where packet loss is ok (maybe world physics, or events that are just decorative/fun) then reliable UDP is best in my opinion. SCTP was supposed to fix much of this but really reliable UDP does almost everything you need for realtime and not, so if investing in a network lib/tech that is the best choice. enet[3] is a popular reliable UDP framework that was the base or basis for many others. RakNet[4] also has some nice implementations of it. There are many others now but some larger common systems based their systems on these, Unity is one. [1] https://en.wikipedia.org/wiki/Reliable_User_Datagram_Protoco... Characteristics of UDP Packet Loss: Effect of TCP Traffic [2] http://www.isoc.org/INET97/proceedings/F3/F3_1.HTM [3] http://enet.bespin.org/ [4] https://github.com/OculusVR/RakNet
In UDP vs TCP
For the best of both before SCTP exists, if ever, RUDP (Reliable UDP) [1] where needed is what most game developers/engines use on the networking layer such as RakNet [2] (recently bought and open sourced by Oculus), enet [3], and the many based on those. RUDP or similar systems allow network messaging to ack when needed and unreliable by default which is fine for positional updates with some missing data using interpolation and extrapolation to simulate missing data. Global game states and determining the winner/ending the level might need a reliable call. With UDP and only some reliable calls you drastically improve real-time performance with less queueing. TCP is ok for turn-based or near-real-time but high action real-time games almost all use UDP with a RUDP twist. Using a mix can also be harmful [4] so the best option is RUDP where
Read the rest
needed, default to UDP. UDP is great because it is a broadcast, almost like TV/radio in that you can show the data you receive and smooth the rest. Although, TV/radio needs every data frame to prevent static/lag but imagine the broadcaster having to error check all connections, it would quickly saturate. UDP allows saturation later. Games can predict movement and smooth out missing data for most game actions, you only need a few points for a bezier to be smooth or you might have variables for speed/direction/forces that you can predict with. Pretty good reliability and lack of ordering are not really an issue, if out of order (timestamp older than last) discard and use next or predict until the next valid message (too much of this leads to lag but normal UDP operations it is enough and actually smoother). [1] https://tools.ietf.org/html/draft-ietf-sigtran-reliable-udp-... [2] https://github.com/OculusVR/RakNet [3] http://enet.bespin.org/ [4] http://www.isoc.org/INET97/proceedings/F3/F3_1.HTM
In How Unreliable is UDP?

MAKE YOURSELF AT HOME

A few shortcuts

/
Search the collection
?
Open this guide
Esc
Close dialogs and navigation

Your saved repositories and interests stay in this browser.