Krunker.io - except it's awesome. A rewrite of the game in native C using minimal libraries, focused on freedom and performance.
There is currently only one build target - the client. This project relies on CMake as its build toolchain, platform-specific instructions below.
CMake + w64devkit/MinGW should work out of the box
Please install the following Debian packages to build GLFW:
- libwayland-dev
- wayland-protocols
- pkg-config
- libx11-dev
- libxcursor-dev
- libxinerama-dev
- libxrandr-dev
- libxi-dev
- libgl1-mesa-dev
- libglu1-mesa-dev
- libxkbcommon-dev
Full command: apt install -y libwayland-dev wayland-protocols pkg-config libx11-dev libxcursor-dev libxinerama-dev libxrandr-dev libxi-dev libgl1-mesa-dev libglu1-mesa-dev libxkbcommon-dev
If you wish to run KrunkNative, you must first add game assets, please read the assets readme for more information. The client looks for the assets folder in the same directory in release mode, or in the parent directory in development mode (when the binary is inside the cmake-build-release or cmake-build-debug folder).
- OpenGL - graphics backend
- GLFW - cross-platform OpenGL helper
- GLAD - OpenGL loader
- FreeType - font rasterizer
- STB Image - single-header image loading library
- tinyobjloader-c - single-header OBJ loading library
- verstable - single-header hash table library
- cJSON - lightweight JSON parser
- pcg_basic - pseudorandom number generator
Apparently we're less clever than FRVR, we could NEVER be creators...

We tried to negotiate with Brian to work for FRVR and give them every script/exploit we had for ~$10k (shared across ~10 people)



