# ketoo/NoahGameFrame

A fast, scalable, distributed game server engine/framework for C++, include the actor library, network library, can be used as a  real time multiplayer game engine ( MMO RPG/MOBA ), which support C#/Lua script/ Unity3d, Cocos2dx and plan to support Unreal.

Repository: https://github.com/ketoo/NoahGameFrame
Canonical: https://ross.abutalabs.com/products/noahgameframe
Homepage: https://github.com/ketoo/NoahGameFrame/wiki
Language: C++
License: Apache-2.0
License Family: permissive
Topics: server-architecture, unity3d, architecture, gameserver, game, unity, mmo, game-server, gamedev, game-development, game-engine, mmorpg
Last push: 2023-02-25T06:55:21+00:00

## Health v2 (maintenance only)
Score: 23/100 (v2, computed 2026-09-02T17:46:02.011165+00:00)
- activity 0, release rhythm 8, longevity 100
- inputs: {"age_days": 4492, "days_push": 1285, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: none
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 4147, forks 1113 (observed 2026-08-28T04:08:36.419910+00:00)

## What it is
NoahGameFrame (NF) is a fast, scalable, distributed game server engine and plugin framework written in C++, featuring an actor model, network library, and event/attribute-driven architecture. It supports C#/Lua scripting and clients built with Unity3D and Cocos2dx, and is suited for real-time multiplayer games like MMO RPGs and MOBAs.

## Use cases
- build a distributed game server for an MMORPG
- create a real-time multiplayer MOBA backend
- develop a scalable game server with an actor model in C++
- integrate a C++ game server with a Unity3D client
- script game logic in Lua on a C++ server engine
- set up TCP or HTTP servers for a game backend
- implement load balancing and scaling for game servers

## When to choose
- you need a proven, open-source distributed game server framework in C++
- you are building an MMO RPG, MOBA, or other real-time multiplayer game
- you want a plugin-based, event-driven server architecture with actor-model concurrency
- your team uses Unity3D or Cocos2dx clients with C#/Lua scripting

## When to avoid
- you need a fully maintained project with active development and recent releases
- you are building a simple single-player or small-scale game that doesn't need a distributed server
- you prefer a framework with Unreal Engine support, which is only planned, not implemented
- you need a general-purpose application server rather than a game-specific engine

## Facets
- artifact type: framework
- maturity: maintenance
- function: game-engine, rpc, concurrency, plugin-system, networking, http-server, websocket
- domain: gaming-tools, microservices
- platform: cpp, windows, cross-platform, lua
- tags: game-server, actor-model, mmorpg, moba, distributed-server, unity3d, cocos2d-x, lua-scripting, csharp-client, multiplayer, game-development, real-time, linux

## Member repositories
- ketoo/NoahGameFrame (main) score 23

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:08:36.419910+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 2026-08-29T18:22:55.600998+00:00, confidence not recorded.
  - readme: https://github.com/ketoo/NoahGameFrame (fetched 2026-08-28T04:08:36.419910+00:00, sha cc441fa564f2)
  - homepage: https://github.com/ketoo/NoahGameFrame/wiki (fetched 2026-08-29T09:13:50.107670+00:00, sha 716e2d004c3c)
- Data as of 2026-08-30T08:39:29.467469+00:00.
