# zpl-c/librg

🚀  Making multi-player gamedev simpler since 2017

Repository: https://github.com/zpl-c/librg
Canonical: https://ross.abutalabs.com/products/librg
Homepage: https://zpl-c.github.io/librg/
Language: C
License: BSD-3-Clause
License Family: permissive
Topics: zpl, enet, networking, gamedev, library, header-only, multiplayer, sync, lightweight, low-level, librg, replication, game, chunk, single-header, c, cpp, network, netcode, game-networking
Last push: 2026-01-31T12:33:07+00:00

## Health v2 (maintenance only)
Score: 52/100 (v2, computed 2026-09-02T17:46:02.011165+00:00)
- activity 65, release rhythm 8, longevity 100
- inputs: {"age_days": 3341, "days_push": 214, "days_rel": 590, "gap_med": null, "n_releases_24m": 1}
- flags: none
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1496, forks 44 (observed 2026-08-28T04:04:53.714738+00:00)

## What it is
librg is a single-header, cross-platform world replication library written in pure C99 for multiplayer game development. It acts as middleware between data-transferring libraries (like enet) and game logic, handling entity tracking, ownership, area-of-interest management, and world replication.

## Use cases
- sync game entities between multiplayer clients and servers
- implement area-of-interest management to reduce bandwidth
- build a dedicated game server with entity replication
- track which player owns which networked entity
- replicate a limited view of the game world to each participant
- add multiplayer netcode to a C or C++ game

## When to choose
- you need lightweight, header-only world replication in C/C++
- you want to reduce bandwidth with visibility- and radius-based entity syncing
- you want a transport-agnostic middleware layer over your own networking library
- you are building multiplayer games or dedicated servers in C99

## When to avoid
- you need a full high-level multiplayer framework with built-in transport, matchmaking, and serialization
- your project is not in C/C++
- you need web-based or managed-cloud multiplayer services
- you want ready-made client prediction or lag compensation out of the box

## Facets
- artifact type: library
- maturity: active
- function: networking, concurrency, sdk
- domain: networking, gaming-tools, cross-platform
- platform: cross-platform, cpp, c
- tags: header-only, multiplayer, replication, area-of-interest, netcode, world-sync, c99, single-header, game-development

## Member repositories
- zpl-c/librg (main) score 52

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:04:53.714738+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T04:33:15.337224+00:00, confidence not recorded.
  - readme: https://github.com/zpl-c/librg (fetched 2026-08-28T04:04:53.714738+00:00, sha 6aef837a4e7b)
  - homepage: https://zpl-c.github.io/librg/ (fetched 2026-08-29T11:38:32.436313+00:00, sha 000a5738ce59)
- Data as of 2026-08-30T08:39:29.467469+00:00.
