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Raphaël Chanliongco edited this page Jan 17, 2026
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Welcome to the official documentation of our R-Type project. This project is a networked game engine built from scratch using a custom Entity-Component-System (ECS) architecture and modern C++20 standards.
Getting Started
- Installation and Build Guide: Compilation instructions for Linux (GCC/Clang) and Windows (MSVC).
Technical Documentation
- Developer & Contribution Guide: Workflow, coding standards, and CI/CD pipelines.
- Network Protocol Guide: RFC-style specification of the binary UDP protocol.
The primary goal of this project is to implement a multithreaded, real-time game engine capable of handling network replication and latency management.
- Core Language: C++20 (Concepts, Modules support).
- Architecture: Custom ECS (Entity Component System) for cache-friendly performance and modularity.
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Network: Asynchronous UDP communication via
Asio. -
Graphics: 2D Client rendering using
SFML. - Build System: CMake + Vcpkg.
- Cross-Platform: Native support for Linux and Windows.
- Network Model: Server-Authoritative with Client-Side Prediction.
- Modularity: Systems are decoupled from the core loop, allowing easy extension.
Epitech Paris
- Raphaël Chanliongco
- Hubert Touraine
- Jean-Baptiste Boshra
- Gabin Rudigoz
- Ylan Cuvier
- Swann Grandin