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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, 10:02:05 AM 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

1 sources
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
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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

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