A server-authoritative replication crate for Bevy.
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Updated
Jul 1, 2026 - Rust
A server-authoritative replication crate for Bevy.
Netick is a C# networking solution for Unity.
A Unity-based general-purpose game combat framework focused on skill systems and battle logic. Features frame-synchronized networking, data-driven skill pipelines, event-driven triggering, hierarchical FSM, and a pure C# runtime for server-side execution.
A server-authoritative projectile system for ROBLOX.
Deterministic Unity & Godot framework for rollback, lockstep & server-authoritative multiplayer. Engine-agnostic pure C# core, FP64 fixed-point math, ECS, physics, navigation, and replays — frame-perfect, cross-platform reproducible.
Integration with renet for bevy_replicon
This repository contains a modular and fully server-authoritative inventory system designed for multiplayer games built with Unity + Mirror.
📒📐 Example of making client side prediction
Companion source code and assets for "Game Programming with Amazon Lumberyard (1.16)"
Overpowered modular, high-performance, deterministic multiplayer-first TypeScript engine with data-oriented architecture and GPU-native rendering.
Pre-alpha grand-strategy sandbox inspired by Victoria II — server-authoritative .NET sim of POPs, markets, budgets, and politics.
CECSNET is a performant Entity Component System (ECS) implemented in C, featuring built-in client-server networking, both static and dynamic library builds, ready‑to‑use examples including cross‑engine integrations (Unreal & Unity), unit tests, and ready‑to‑use demos.
2D co-op roguelike with base building and procedural worlds. Up to 4 players.
Ejemplo básico de un sistema de Servidor Autoritario (authoritative server) + Cliente en Unity 2D 🧲
A server-authoritative, real-time multiplayer backend and procedural level generator for the rhythm platform brawler game "Beat Bouncers", built with NestJS, Fastify, Socket.IO, Redis, BullMQ, yt-dlp, and FFmpeg.
Server-authoritative real-time multiplayer Tic-Tac-Toe built with Nakama, featuring O(1) win detection and deterministic match execution.
A co-op, top-down, server-authoritative action roguelike game built in Unreal Engine 5.0.3 on top of the Gameplay Ability System (GAS)
Shooting game (multiplayer)
Minimal server-authoritative multiplayer sync prototype built with Zustand and Socket.IO
Game-agnostic deterministic C++20 simulation framework for multiplayer games (server-authoritative + client-side prediction).
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