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

Summary

In this chapter, we learned about the issues caused by lag, latency, and packet loss. Then, we saw how to fix them by implementing lag compensation techniques. We explored the concepts of interpolation, prediction, synchronization, and extrapolation to ensure smooth and responsive gameplay, even in the face of network delays.

First, we delved into interpolation, which is the core technique regarding lag compensation. Interpolation helps to fix some drawbacks of latency and sparse data updates by animating between two known values, while actual updates don’t arrive. This ensures that the Spaceship node won’t idling, waiting for new updates from the network. It will smoothly move toward new data, instead of abruptly teleporting to it.

Then, we discussed prediction, which involves making informed guesses about an object’s future position, based on its past behavior. By using Newtonian physics calculations, we were able to calculate the spaceship’...