Book Image

The Essential Guide to Creating Multiplayer Games with Godot 4.0

By : Henrique Campos
3 (2)
Book Image

The Essential Guide to Creating Multiplayer Games with Godot 4.0

3 (2)
By: Henrique Campos

Overview of this book

The Essential Guide to Creating Multiplayer Games with Godot 4.0 guides you in exploring the built-in network API for online multiplayer games, offering practical knowledge through concrete use cases. Throughout the book, you'll assume the role of a network engineer in a fictional indie game studio, tackling real-world requests from your peers and gaining expertise in adding new network features to the studio's games. Following step-by-step instructions, you’ll go from making your first network handshake to optimizing online gameplay. You’ll learn how to sync players and pass data over the internet as you add online multiplayer features to a top-down shooter adventure game. This book puts you in a fictional game project team where you set up your first online server before advancing to creating an online chat system and transitioning local gameplay to go online. With a focus on implementing multiplayer features, you’ll create shared world adventures and learn optimization techniques to allow more players to join your virtual world. By the end of this book, you’ll have learned how to set up a client-server network, implement remote procedure calls (RPCs), sync node properties remotely, and optimize your games to create smooth online multiplayer experiences.
Table of Contents (19 chapters)
1
Part 1:Handshaking and Networking
6
Part 2:Creating Online Multiplayer Mechanics
12
Part 3:Optimizing the Online Experience

Identifying the project’s bottlenecks

With all the tools we’ve seen so far in this chapter at our disposal, it’s time to use them to assess our project’s health and look for areas of improvement. Since your focus here is on networking, we are going to concentrate on features related to this area. In this section, we will use the final version of the Chapter 9, Creating an Online Adventure Prototype, project to look for areas of improvement using Network Profiler and the Monitors debugging tools. You will learn how to do the following:

  • Analyze the incoming and outgoing RPC count and size to identify potential bottlenecks in the network code
  • Use the bandwidth meter to track the total bandwidth consumption and come up with possible solutions
  • Assess the synchronization count and size of MultiplayerSynchronizer nodes to optimize replication data
  • Create custom monitors to analyze relevant data specific to your project and track potential issues...