CrzGames - RCENet (enhanced ENet fork for UDP)
ENet fork focused on IPv6, encryption and network observability
A hardened ENet fork for real-time multiplayer networking.
The client need
Context
CrzGames networking requirements exceeded what standard ENet provided for production workloads.
Problem
Core features were missing for IPv6 support, flexible encryption and precise disconnect/ACK event handling.
Goal
Build a compatible but stronger ENet fork tailored to high-demand UDP game traffic.
What’s at stake
Increase UDP transport security
Differentiate timeout disconnects from intentional disconnects
Track reliable packet acknowledgements more precisely
The proposed solution
What was built
RCENet implemented in C with multi-platform CI and native package distribution.
Why this choice
Owning the fork makes it possible to ship critical networking features without waiting on upstream release cadence.
How it answers the need
Added ENetEncryptor, ENET_EVENT_TYPE_DISCONNECT_TIMEOUT and reliable packet acknowledgement callbacks.
Key features
Full IPv6 + IPv4 support
ENetEncryptor system (AES, ChaCha20, etc.)
Dedicated ENET_EVENT_TYPE_DISCONNECT_TIMEOUT event
Acknowledgement callback on reliable fragmented packets
Multi-platform build/distribution (desktop, mobile, Steam Linux)
Results
Safer and more observable UDP stack in production
Better incident handling for network failures
Reusable networking core for RCNET and CrzGames games
Tech stack
Technical choices used on this project.
Do you have a similar need?
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