R-Type¶
A networked remake of the classic horizontal shoot'em up R-Type, built on our own game engine. Up to four players fight waves of Bydos together: an authoritative, multithreaded server runs the game, and each player uses a graphical client.
This site is the developer documentation of the project: how it is built, how its parts fit together, the network protocol, and why we made our technical choices.
Where to start¶
| You want to... | Read |
|---|---|
| Build and run the game | Getting started |
| Understand how the project is organized | Architecture |
| Work on a part of the code | Wrecks engine, Protecs, Client, Server |
| Write a client or talk to the server | Network protocol |
| Know why we chose a library or a design | Technical study |
| Know how the game handles disabilities | Accessibility |
| Contribute | Contributing |
Repositories¶
The project is split into several repositories, gathered in Space-Type/R-Type as git submodules:
| Repository | Content |
|---|---|
| R-Type | Main repository: builds everything, contribution rules |
| Game-Client | r-type_client: rendering, input, audio and client game logic |
| Server | r-type_server: authoritative game logic and networking |
| Wrecks | Our engine library, game-agnostic: ECS, events, utilities |
| Protecs | Shared by the client and the server: network protocol, UDP sockets, shared components |
| Documentation | This site |
Project status
The project is under active development. Pages describe what exists in the code today, and features that are not implemented yet are explicitly marked as planned.