Analysis updated 2026-07-18 · repo last pushed 2016-12-07
Build a local party game where multiple phones connect over Wi-Fi and play together in real time
Prototype real-time multiplayer mechanics using UDP instead of a central game server
Study a lightweight UDP networking approach for mobile games where speed matters more than reliability
| himanshu-dixit/old-monk | anulman/docx-sax | atrblizzard/vtmb-sbox-mounter | |
|---|---|---|---|
| Stars | — | 0 | 0 |
| Language | C# | C# | C# |
| Last pushed | 2016-12-07 | — | — |
| Maintenance | Dormant | — | — |
| Setup difficulty | hard | moderate | moderate |
| Complexity | 4/5 | 4/5 | 3/5 |
| Audience | developer | developer | developer |
Figures from each repo's GitHub metadata at analysis time.
README is sparse, only a Google Drive link and an icon, no setup instructions, architecture, or networking configuration.
Old Monk is a mobile game project built for Android and iOS that focuses on real-time multiplayer gameplay over a local network. The core idea is to let players connect and play together with minimal lag, using a networking approach designed for speed rather than guaranteed delivery. The project uses UDP, which is a lightweight networking protocol commonly chosen for games where speed matters more than perfect reliability. Unlike standard web traffic, which double-checks that every piece of data arrives, UDP just sends information through ports and moves on. This is the same approach used in fast-paced online games where a dropped frame is less harmful than a delayed one. The project is written in C#, which suggests it was built using a game engine like Unity, though the README does not specify. The target audience is developers or hobbyists interested in building real-time mobile games, especially ones that rely on local network connections rather than central game servers. A concrete use case would be a party game where multiple phones connect to the same Wi-Fi network and players interact in real time. The UDP approach makes sense here because local networks have low latency, making the tradeoff of occasional lost data packets worth the speed gain. The README is very sparse. It provides a Google Drive link, presumably to a build of the game or supporting assets, and shows an icon image, but offers no setup instructions, architecture details, or gameplay description. There is no documentation on how to configure the networking, what game modes exist, or how to deploy it. Anyone interested in exploring the project would need to dig into the source code directly to understand how it works beyond the high-level concept.
A mobile game project for Android and iOS using UDP networking for fast, real-time multiplayer play over a local Wi-Fi network.
Mainly C#. The stack also includes C#, UDP.
Dormant — no commits in 2+ years (last push 2016-12-07).
Setup difficulty is rated hard, with roughly 1day+ to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.