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CORP (Component-Oriented Replicated Programming) is a powerful game development framework for Roblox built with roblox-ts. It provides a Unity-like ECS architecture with GameObjects and Components, along with a built-in networking system inspired by Unity’s Netcode for GameObjects.

🚀 Quick Start

Get up and running in minutes:
  1. Install Required Tools
  2. Clone the CORP Template
  3. Configure your game Update GAMEPACKS/MYGAME/metadata.ts:
    Update GAMECONFIG/gameinfo.ts:
  4. Create your first component In GAMEPACKS/MYGAME/src/:
  5. Export your component In GAMEPACKS/MYGAME/exports/components.ts:
  6. Start Development Terminal 1 - Start Rojo:
    Terminal 2 - Watch TypeScript:
    Connect Roblox Studio to Rojo and press Play!
👉 Full Getting Started Guide → | Unreal System Guide →

📚 Documentation

Core Documentation

Reference & Examples

✨ Features

🎮 Unity-Style Architecture

Familiar GameObject and Component patterns for organized game development.

🌐 Built-in Networking

Automatic replication with NetworkObjects and NetworkBehaviors.

📡 Type-Safe RPCs

Remote Procedure Calls with flexible configuration.

🔄 Automatic State Sync

NetworkedVariables, Lists, Maps, and Sets synchronize automatically.

🎬 Scene Management

Load and manage game scenes with serialization support.

🎯 Component Lifecycle

Predictable initialization and cleanup with lifecycle hooks.

🎓 Learning Path

🟢 Beginner

  1. Getting Started - Step-by-step tutorial to create your first game
  2. Core Concepts - Understanding GameObjects and Components
  3. Unreal System - Understanding Gamepacks and project structure

🟡 Intermediate

  1. Scene Management - Advanced scene loading and organization
  2. Macros - Transform instances into GameObjects procedurally
  3. ScriptableObjects - Create reusable data assets
  4. Decorators - Use component decorators effectively
  5. Examples - Build player controllers, health systems, and weapons

🔴 Advanced

  1. Networking - Create multiplayer experiences
  2. Advanced Topics - Master advanced patterns and optimization
  3. API Reference - Complete API reference

📖 Common Use Cases

See Examples for complete tutorials on:
  • Simple Player Controller - Character movement and input
  • Health System - Networked health with damage and respawn
  • Weapon System - Shooting mechanics with server validation
  • Enemy AI - Pathfinding and target tracking
  • Inventory System - Item management and UI
  • Game Manager - Match flow and win conditions

🔑 Key Concepts

GameObjects

Entities in your game world that contain Components.

Components

Define behavior and data for GameObjects.

Behaviors

Components with serialization support.

NetworkObjects

Make GameObjects replicate across the network.

NetworkBehaviors

Components that replicate their state.

🛠️ Architecture Overview

🎯 Best Practices

✅ Do

  • Use Behavior for most components (serialization support)
  • Initialize in onStart(), not the constructor
  • Use @RequiresComponent for dependencies
  • Let server make authoritative decisions
  • Use batched replication when possible
  • Clean up resources with collector

❌ Avoid

  • Accessing components in constructor
  • Modifying NetworkedVariables on client
  • Using instantaneous replication for frequent updates
  • Forgetting to call super() in constructors
  • Serializing runtime state (use configuration instead)

💡 Quick Reference

Common Imports

Component Template

NetworkBehavior Template

🤝 Contributing

We welcome contributions! Check out the main repository for contribution guidelines.

📄 License

See the main repository for license information.
Ready to build amazing games with CORP! 🚀 Start with the Getting Started Tutorial or explore Examples to see CORP in action.