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Project 01 — C++

Protocol

In Development

Immersive, atmospheric storytelling where player agency and survival mechanics combine to create a visceral and high-stakes experience of being a single and vulnerable entity within an indifferent universe.

Protocol is the first game from Wireframe Studios, built in C++ with RayLib. RayLib gives us a lean, minimal foundation — window management, rendering, input, and audio — without hiding the mechanics underneath. Everything else is ours to design and build.

The goal is to ship a complete, polished game while truly understanding every system in it. This project is as much about mastering C++ and game architecture as it is about putting something finished out into the world.

The result is a game with an unusual level of intentionality behind every mechanic. When you play Protocol, you're playing something built by a developer who understands exactly why every system works the way it does.

Screenshot Coming Soon
In-game
Environment
Gameplay
Protocol is fully open source
Every line of Protocol is publicly available on GitHub. Follow along as the game gets built commit by commit — read the code, watch the architecture evolve, and see exactly how a game is constructed from nothing. No secrets, no black boxes.
Track every commit
Watch real development happen in real time. Every feature, every fix, every refactor is visible in the public repo.
Learn from the code
If you're learning C++ or game development with RayLib, this codebase is a living resource — a real game being built in the open.
Report issues & contribute
Found a bug or have a suggestion? Open an issue on GitHub. The community is part of the development process.
View on GitHub →
SYS / 01
Rendering Pipeline
RayLib-powered rendering with custom layering, camera control, and scene management built on top.
SYS / 02
Physics & Collision
Custom collision logic and physics response layered over RayLib's primitives for precise, game-specific behaviour.
SYS / 03
Entity System
Hand-written entity-component architecture keeping game objects modular, composable, and easy to reason about.
SYS / 04
Input Manager
Unified input abstraction on top of RayLib — keyboard, mouse, and gamepad mapped to clean game actions.
SYS / 05
Audio System
Layered audio management via RayLib's audio module — spatial sound, dynamic mixing, and event-driven playback.
SYS / 06
State Manager
Stack-based state machine controlling scenes, menus, and transitions — clean separation between game phases.
2025 — Entry 001
Project start — setting up the build system
First commit. Got a window opening and a basic game loop running with RayLib. Build system wired up, project structure locked in.
2025 — Entry 002
First geometry on screen
RayLib rendering pipeline up and running. Started wiring the entity system — first game objects appearing in world space.
TBD — Entry 003
More updates coming
This log will grow as development continues. Check back for progress updates.