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 saw how we can establish a connection between server and client using the UDP protocol implementation in Godot Engine’s network API. With that, the network peers can open a communication channel and exchange data.

Since this implementation works on quite a low-level approach, we saw how we can create a simple API for our peers to make, understand, and reply to each other’s requests. Depending on the request, it might be necessary to follow a process known as serialization, which is how we take relevant information from our game state and turn it into a format that we can store and pass around. In our case, we saw that JSON format is one of the most common serialization formats.

Using the JSON format, we saw how we can parse our Godot Engine string as JSON and also how to turn a JSON file into a dictionary that we can work with more efficiently using GDScript.

At the end of the chapter, we saw how we can authenticate players’...