R-Type
A networked multiplayer shoot-em-up and its engine, in C++.
Developer (Epitech academic project, 3rd year)

A 2D game engine built from scratch in modern C++, codenamed BBOC, used to rebuild the classic shoot-’em-up R-Type as a networked multiplayer game. An Epitech 3rd-year project.
R-Type running on the BBOC engine, multiplayer over the network.
Architecture
The engine is organised into subsystems: networking, physics, rendering/interface, around an ECS-style model of worlds, actors and components.
Worlds, actors and components in an ECS-style design.
- Client / server split:
bboc_serverandbboc_clientcommunicate over a UDP / TCP mix (UDP for fast game state, TCP for reliable control). - Scripting bridge: a Luau layer exposes gameplay to scripts without recompiling the engine.
- Cross-platform: builds on Linux, Windows and macOS via CMake, with CI producing ready-to-run binaries.
The networking subsystem driving real-time multiplayer.
This real-time networking experience fed directly into my later work on Naucto.
My role
Developer (Epitech academic project, 3rd year). Engine subsystems and the networked multiplayer architecture.
Tech
C++ · Luau · CMake · UDP/TCP






