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

Implementing Lag Compensation

Welcome to one of the most anticipated chapters in the book. Here, we will dive into the core of online multiplayer game optimization. In the world of online gaming, where players from across the globe unite to embark on epic adventures, two formidable adversaries lurk in the shadows; they are lag and latency. These foes can transform a thrilling gaming experience into a frustrating trial. In this chapter, we’ll confront these challenges head-on, arming you with the knowledge and tools to mitigate their impact and create an engaging online gaming environment.

In this chapter, we will use Remote Procedure Calls (RPCs) to implement lag compensation techniques, in order to make the Player node’s Spaceship node maintain its position and rotation, synced throughout the game instances across the network. For that, we will understand the core issues regarding packet loss and latency, something common when we use unreliable packets, as we do when...