A lightweight C99 single-header library for efficient world replication and entity synchronization in multiplayer games.
librg is a lightweight C library that acts as middleware for multiplayer game development, handling entity tracking, area-of-interest management, and world replication. It solves the complexity of synchronizing game states between players and servers by efficiently managing which entities are visible to each participant, significantly reducing bandwidth usage.
Game developers working on multiplayer titles in C or C++ who need a flexible, efficient solution for entity synchronization and world replication without being tied to a specific networking library.
Developers choose librg for its minimalistic, single-header design, cross-platform compatibility, and ability to integrate with virtually any networking library while providing advanced features like custom visibility methods and networked LOD support.
🚀 Making multi-player gamedev simpler since 2017
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Distributed as a single header file in pure C99, librg avoids complex build systems and dependencies, making integration straightforward as shown in the installation instructions with curl/wget commands.
It works with any UDP/TCP-based library like ENet or GameNetworkingSockets, requiring only buffer I/O support, which allows developers to choose their preferred networking backend without lock-in.
By synchronizing only visible entities via area-of-interest management, librg drastically cuts network traffic, as illustrated in the README's 'With librg' diagram comparing entity connections.
Written in C99 with no external dependencies, it compiles on Windows, macOS, Linux, and embedded platforms like Raspberry Pi, with compatibility tables in the README confirming broad support.
librg does not manage or create entities, requiring developers to implement their own entity systems and handle integration, as stated in the FAQ, adding complexity to game logic.
The library provides no data-packing methods, forcing use of external serialization libraries like protobuf or custom code, which complicates data transfer and increases development overhead.
Since it's middleware without built-in networking, integrating with libraries requires writing custom buffer handling code, as noted in the networking integration section, demanding additional effort.