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RakNet
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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 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 2:04:58 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

3 sources
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?

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