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  • Book Overview & Buying The Essential Guide to Creating Multiplayer Games with Godot 4.0
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The Essential Guide to Creating Multiplayer Games with Godot 4.0

The Essential Guide to Creating Multiplayer Games with Godot 4.0

By : Henrique Campos
4.6 (16)
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The Essential Guide to Creating Multiplayer Games with Godot 4.0

The Essential Guide to Creating Multiplayer Games with Godot 4.0

4.6 (16)
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)
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1
Part 1:Handshaking and Networking
6
Part 2:Creating Online Multiplayer Mechanics
12
Part 3:Optimizing the Online Experience

Implementing database caching

With everything in place, it is time to go one step above and work on the World scene that is going to glue everything together and run the proper procedures to ensure that all players will see the same custom sprites. We do that in this node because this is the class responsible for setting up everything related to world synchronization, which includes the players’ spaceship custom sprites. We will need to make some changes in some core methods to achieve that, but this is for the better.

Since we are working with a prototype, there’s no fear of altering function signatures and other core aspects of a class. But note that if this was production-ready, we would call this class “closed” and avoid making core changes like the ones we are about to make. This would keep our game code base consistent and avoid errors. Though the changes we are about to make will mostly extend the class functionalities, we will add an argument...

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The Essential Guide to Creating Multiplayer Games with Godot 4.0
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