A server-authoritative replication crate for Bevy.
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Updated
May 21, 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.
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)"
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.
Ejemplo básico de un sistema de Servidor Autoritario (authoritative server) + Cliente en Unity 2D 🧲
Server-authoritative real-time multiplayer Tic-Tac-Toe built with Nakama, featuring O(1) win detection and deterministic match execution.
Minimal server-authoritative multiplayer sync prototype built with Zustand and Socket.IO
Provider-ready, server-authoritative HTML5 slot game repo with planning docs, MVP backend/client, spin APIs, reel logic, free spins, and placeholder math configs.
Shooting game (multiplayer)
Server-authoritative moderation system with DataStore bans, cross-server removal, and Discord audit logging (67M+ visit game).
Minimal Rust UDP client/server playground for server authoritative actions
Authoritative game server for TriggerOn — a multiplayer networked FPS. Runs on Linux, deployed via Docker.
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