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80 个仓库

Awesome GitHub RepositoriesOnline & Multiplayer

Explore 80 awesome GitHub repositories matching game development · Online & Multiplayer. Refine with filters or upvote what's useful.

Awesome Online & Multiplayer GitHub Repositories

用 AI 发现最棒的仓库。我们将通过 AI 为您搜索最匹配的仓库。
  • awesome-selfhosted/awesome-selfhostedawesome-selfhosted 的头像

    awesome-selfhosted/awesome-selfhosted

    299,516在 GitHub 上查看↗

    这是一个由社区策划的开源软件目录,专为在私有服务器环境和家庭实验室中部署而设计。它作为发现主流云服务独立自托管替代方案的综合资源,使用户能够保持对数字基础设施的完全数据所有权和控制权。 该目录通过层级分类法构建,将庞大的应用程序集合组织成逻辑类别,范围从媒体管理和数据分析到私有通信和团队生产力工具。它通过协作同行评审流程脱颖而出,社区成员验证每个提交的质量和相关性,以确保目录保持准确和可靠。 该项目涵盖了广泛的能力领域,包括基础设施自动化、基于容器的服务部署和声明式配置管理。这些工具协助用户维护可复现的服务器环境,并管理私有硬件上的复杂服务依赖。 该目录作为版本控制仓库进行维护,确保所有更新和社区驱动的变更都是可追踪且透明的。

    Maintains a dedicated platform for playing chess online, supporting both web-based matches and mobile client connectivity.

    awesomeawesome-listcloud
    在 GitHub 上查看↗299,516
  • dokploy/dokployDokploy 的头像

    Dokploy/dokploy

    34,901在 GitHub 上查看↗

    Dokploy is a self-hosted platform-as-a-service designed to simplify the deployment and management of containerized applications and databases. It provides a centralized control plane that decouples administrative management from application workloads, allowing users to oversee infrastructure across multiple server nodes through a unified web interface or a command-line tool. The platform distinguishes itself through an extensive library of pre-configured application templates, enabling the rapid deployment of databases, identity providers, and various productivity or development tools. It sup

    Hosts and manages multiplayer game sessions for various titles.

    TypeScriptbackendbackupsdatabases
    在 GitHub 上查看↗34,901
  • telegramdesktop/tdesktoptelegramdesktop 的头像

    telegramdesktop/tdesktop

    32,099在 GitHub 上查看↗

    This project is a cross-platform messaging client that implements a secure, real-time communication protocol. It provides a comprehensive development toolkit, including a database library and messaging SDK, which allows for the creation of custom messaging applications that maintain synchronized state across multiple devices. The core architecture relies on an asynchronous event-driven model to ensure responsive performance while managing persistent local database synchronization with server-side state. The client distinguishes itself through a robust end-to-end encryption layer that supports

    Telegram embeds web-based games into interfaces to allow users to play solo or compete against others.

    C++messengermulti-platformtelegram
    在 GitHub 上查看↗32,099
  • jivoi/awesome-osintjivoi 的头像

    jivoi/awesome-osint

    26,831在 GitHub 上查看↗

    This project is a comprehensive, community-curated directory of resources and methodologies for open-source intelligence gathering. It serves as a centralized reference framework for researchers, providing a structured index of specialized tools, databases, and search techniques used to collect and analyze publicly available information from across the global internet. The directory distinguishes itself through a hierarchical taxonomy that organizes complex investigative domains, ranging from cyber threat intelligence and digital forensic investigation to geospatial analysis and operational s

    Enables access to gaming libraries and community features.

    awesome-listosintwebsite
    在 GitHub 上查看↗26,831
  • anuken/mindustryAnuken 的头像

    Anuken/Mindustry

    26,624在 GitHub 上查看↗

    Mindustry is a cross-platform game engine and factory automation simulation that combines resource management with tower defense strategy. Players construct complex supply chains and automated networks to process materials while building defensive structures to protect a core from waves of hostile mechanical forces. The project utilizes a deterministic lockstep networking model to ensure simulation consistency across desktop and mobile devices. It is built on an entity-component-system architecture and a tile-based grid simulation, allowing for the efficient management of thousands of active

    Synchronizes game state by exchanging player inputs to ensure identical simulation results across all connected clients.

    Javaandroiddesktopgame
    在 GitHub 上查看↗26,624
  • beyonddimension/steamtoolsBeyondDimension 的头像

    BeyondDimension/SteamTools

    25,938在 GitHub 上查看↗

    SteamTools is a desktop utility designed to enhance the experience of using digital gaming platforms. It functions as a centralized management tool that provides account switching, network optimization, and feature extensions for various gaming storefronts. The application distinguishes itself through a modular plugin architecture that allows users to customize or disable specific functional components at runtime. It utilizes a local reverse proxy to intercept and redirect network traffic, which facilitates faster access to gaming services and enables the real-time injection of custom scripts

    Enhancing the functionality of web-based gaming interfaces by injecting custom scripts to add features not provided by the platform.

    C#android-appavaloniaavaloniaui
    在 GitHub 上查看↗25,938
  • libgdx/libgdxlibgdx 的头像

    libgdx/libgdx

    24,816在 GitHub 上查看↗

    LibGDX is a Java-based framework designed for cross-platform game development, enabling the creation and deployment of 2D and 3D games across desktop, mobile, and web environments from a single codebase. It functions as a comprehensive library that abstracts hardware-accelerated graphics, audio, input, and file system access, providing a unified interface for developers to manage game logic and application lifecycles. The framework distinguishes itself through a high-performance architecture that prioritizes efficiency and native interoperability. It utilizes a batch-oriented graphics pipelin

    Controls how a scene is displayed on screen by handling aspect ratios, letterboxing, and coordinate conversion between screen space and world space.

    Java2d3dandroid
    在 GitHub 上查看↗24,816
  • leereilly/gamesleereilly 的头像

    leereilly/games

    24,533在 GitHub 上查看↗

    This project is a curated, community-driven repository that serves as a centralized knowledge base for open-source game development. It provides a structured directory of high-quality links, project references, and learning materials designed to assist developers in discovering tools, libraries, and functional game examples. The collection is maintained through decentralized peer review, allowing contributors to expand the resource list via pull requests. By organizing content into a hierarchical taxonomy, the repository enables users to evaluate different technology stacks, study implementat

    Includes automated agents and bot implementations designed for game-related interactions.

    gamegame-developmentgame-engine
    在 GitHub 上查看↗24,533
  • arendst/tasmotaarendst 的头像

    arendst/Tasmota

    24,502在 GitHub 上查看↗

    Tasmota is a universal firmware platform for ESP8266 and ESP32 microcontrollers, designed to provide local control and management of smart home hardware. It functions as an event-driven automation controller that replaces proprietary factory firmware, allowing users to manage relays, sensors, and lighting systems without relying on external cloud services. The system is built on a modular driver architecture that enables dynamic hardware configuration and peripheral support through a web-based management interface. The platform distinguishes itself through a template-driven hardware mapping s

    Provides flexible container-based layout management for arranging UI elements on connected displays.

    Carduinoautomationesp32
    在 GitHub 上查看↗24,502
  • maaassistantarknights/maaassistantarknightsMaaAssistantArknights 的头像

    MaaAssistantArknights/MaaAssistantArknights

    21,583在 GitHub 上查看↗

    MaaAssistantArknights is a cross-platform automation engine designed for mobile games, utilizing computer vision and input simulation to perform routine tasks. It functions as an Android emulator controller, managing game lifecycles, resource farming, and infrastructure optimization through structured, scripted workflows. The project distinguishes itself through a modular configuration system that allows users to define complex automation logic via external instruction files. This framework supports dynamic task modification, configuration inheritance, and schema validation, ensuring that cus

    Extracts inventory and progress information to update external community databases and planning tools.

    C++arknightscomputer-visionmaa
    在 GitHub 上查看↗21,583
  • ornicar/lilaornicar 的头像

    ornicar/lila

    18,362在 GitHub 上查看↗

    Lila is an open-source chess server and multiplayer platform designed for playing, analyzing, and streaming games. It functions as a comprehensive environment for hosting competitive play and managing player profiles. The platform integrates a distributed chess engine interface to evaluate complex positions and a collaborative analysis board that allows multiple users to study and coordinate insights in real time. It also includes an online tournament platform for organizing competitive events, simultaneous exhibitions, and structured player leagues. The system maintains a searchable game da

    Hosts an open-source multiplayer platform for playing chess games and managing player profiles.

    Scala
    在 GitHub 上查看↗18,362
  • lichess-org/lilalichess-org 的头像

    lichess-org/lila

    18,362在 GitHub 上查看↗

    Lila is a comprehensive, open-source chess gaming platform designed for real-time multiplayer interaction, competitive tournament management, and deep strategic analysis. It provides a global environment where users can engage in live matches, participate in structured competitions, and access extensive archives of historical game data for research and study. The platform distinguishes itself through a highly scalable architecture that utilizes actor-model concurrency and event-sourced game states to ensure precise match reconstruction and fault tolerance. It integrates distributed engine eva

    Connects players globally for live matches with enforced rules and real-time state synchronization.

    Scalachessfree-softwarefunctional-programming
    在 GitHub 上查看↗18,362
  • kitao/pyxelkitao 的头像

    kitao/pyxel

    17,547在 GitHub 上查看↗

    Pyxel is a Python-based retro game engine designed for creating pixel-art applications with vintage aesthetics. It functions as a pixel art framework that emulates classic hardware limitations through fixed-resolution displays, constrained color palettes, and a 2D tilemap engine for rendering scaled sprites and grid-based game worlds. The engine features a dedicated MML audio synthesizer that uses Macro Language notation to compose and play back retro-style sound sequences. It also includes capabilities for seed-based background music generation and the playback of raw PCM audio data for cust

    Offers a headless mode to execute game logic and audio without a graphical user interface.

    Rust
    在 GitHub 上查看↗17,547
  • openra/openraOpenRA 的头像

    OpenRA/OpenRA

    16,450在 GitHub 上查看↗

    OpenRA is an open-source game engine designed for the development and modernization of real-time strategy titles. It provides a modular framework that allows developers to build standalone games or total conversion modifications by leveraging a trait-based entity composition system. The engine is built to support both the preservation of classic strategy games and the creation of new experiences, offering cross-platform compatibility and a flexible architecture for defining game rules and unit behaviors. The engine distinguishes itself through a configuration-driven approach where game logic,

    Maintains synchronized multiplayer states across distributed clients using deterministic input-based simulation.

    C#command-and-conquercross-platformcsharp
    在 GitHub 上查看↗16,450
  • redox-os/redoxredox-os 的头像

    redox-os/redox

    16,054在 GitHub 上查看↗

    Redox is a POSIX-compliant, microkernel-based operating system written entirely in Rust. By utilizing a memory-safe language for the kernel and all system components, the project eliminates common vulnerabilities such as buffer overflows and use-after-free errors. Its architecture relies on a minimal kernel that manages only essential hardware and process isolation, delegating all other system services to unprivileged user-space processes. The system distinguishes itself through a modular design where hardware drivers and system services run as independent user-space daemons, allowing them to

    Disables graphical output and display drivers to allow the system to run as a server-only instance.

    Rustbsdfreebsdgnu
    在 GitHub 上查看↗16,054
  • hydralauncher/hydrahydralauncher 的头像

    hydralauncher/hydra

    15,219在 GitHub 上查看↗

    Hydra is a cross-platform desktop application designed to serve as a centralized game library manager. It consolidates video games from multiple sources and platforms into a single, searchable interface, allowing users to organize their collections and manage installations through a unified dashboard. The application distinguishes itself through extensive support for interface personalization and data portability. Users can modify the visual appearance and notification sounds of the launcher by creating or installing community-shared themes. Furthermore, the tool includes integrated cloud syn

    Connects third-party game file sources by mapping titles to downloadable assets for streamlined management.

    TypeScript
    在 GitHub 上查看↗15,219
  • openrct2/openrct2OpenRCT2 的头像

    OpenRCT2/OpenRCT2

    15,211在 GitHub 上查看↗

    OpenRCT2 is an open-source reimplementation of a classic amusement park management simulation engine. It functions as a cross-platform engine that modernizes the original game, enabling it to run on contemporary operating systems while maintaining full compatibility with legacy assets and data files. The project distinguishes itself by providing a comprehensive multiplayer simulation server that supports cooperative, real-time park management and construction across multiple connected clients. It utilizes a deterministic lockstep networking model and a centralized action-based validation syst

    Synchronizes simulation state across multiple clients by broadcasting validated user inputs to ensure every player sees identical game outcomes.

    C++c-plus-pluscmakecpp
    在 GitHub 上查看↗15,211
  • dolphin-emu/dolphindolphin-emu 的头像

    dolphin-emu/dolphin

    14,644在 GitHub 上查看↗

    Dolphin is a software environment that simulates GameCube and Wii console hardware, allowing users to execute game discs and digital software on modern computing platforms. It functions by translating original console processor instructions into native host machine code at runtime and intercepting low-level graphics commands to render them through modern graphics APIs. The project distinguishes itself through a comprehensive netplay engine that enables online multiplayer for local games by synchronizing game states and input timing across remote instances. This system enforces deterministic e

    Synchronizes game state and input timing across remote instances to enable consistent online multiplayer sessions.

    C++cppemulationemulator
    在 GitHub 上查看↗14,644
  • sfttech/openageSFTtech 的头像

    SFTtech/openage

    14,100在 GitHub 上查看↗

    Openage is an open-source game engine designed to execute real-time strategy games. It provides the core logic, networking, and rendering infrastructure necessary to recreate classic strategy mechanics across multiple operating systems. The engine utilizes a deterministic lockstep simulation and a client-server architecture to maintain synchronized game states across participants. It distinguishes itself through a data-driven configuration system that allows for extensive game modding, enabling users to adjust mechanics and visual elements by editing human-readable files without requiring sou

    Synchronizes game state across clients using deterministic input streams to ensure simulation consistency.

    Pythonage-of-empiresc-plus-pluscmake
    在 GitHub 上查看↗14,100
  • itzg/docker-minecraft-serveritzg 的头像

    itzg/docker-minecraft-server

    13,841在 GitHub 上查看↗

    This project provides a containerized environment for deploying and managing Minecraft game servers. It functions as an infrastructure manager that automates the setup and maintenance of server instances, ensuring consistent execution across different host systems through standardized container images. The platform distinguishes itself by using environment variables to handle configuration and version control, allowing users to define server types and operational parameters without manual file editing. It automates the retrieval of software artifacts, dependencies, and plugins during the init

    Provides persistent, containerized game server hosting to simplify infrastructure maintenance and ensure data durability.

    Shelldocker-imagedockerfileshacktoberfest
    在 GitHub 上查看↗13,841
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  1. Home
  2. Game Development
  3. Online & Multiplayer

探索子标签

  • Deterministic Network Memory ManagementEnsures predictable network performance by using fixed memory allocations for sockets and buffers. **Distinct from Deterministic Networking:** Focuses on memory determinism for real-time performance, not game state synchronization.
  • Deterministic NetworkingTechniques for synchronizing game state across clients by exchanging inputs and executing identical simulations. **Distinguishing note:** Focuses on lockstep simulation synchronization rather than general-purpose networking or state replication.
  • Game Chat Bots2 个子标签Automated agents and bot implementations designed for game-related interactions. **Distinguishing note:** Focuses on chat-based automation within gaming contexts.
  • Game Servers26 个子标签Software for hosting and managing multiplayer game sessions. **Distinguishing note:** No existing candidates for game hosting.
  • Gaming Platform Integrations2 个子标签Tools for interacting with gaming community features and library data. **Distinguishing note:** Focuses on gaming-specific platforms rather than general social media.
  • In-Game Chat CommandsText-based commands executed during gameplay for administration, information, or communication. **Distinct from Online & Multiplayer:** Distinct from Online & Multiplayer: focuses on text command execution within matches, not general multiplayer connectivity.
  • Server DiscoveryMechanisms for locating and connecting to multiplayer game servers from a client interface. **Distinct from Online & Multiplayer:** Distinct from Online & Multiplayer: focuses on the client-side server browser functionality, not general multiplayer networking.
  • Turn-Based Multiplayer PlatformsInfrastructure for hosting and joining turn-based multiplayer matches with replay and server discovery. **Distinct from Online & Multiplayer:** Distinct from Online & Multiplayer: focuses on the platform aspects of match hosting, replays, and server discovery for turn-based games.