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 RPCs and their importance in multiplayer game architectures. We saw how RPCs can be used to exchange data between nodes in the Godot Engine. We also saw what a multiplayer authority node is and how to set one up that manages all the game states between network peers. On top of that, we saw that by using the multiplayer API and ENetMultiplayerPeer, we can easily handle the communication between nodes.

Throughout the chapter, we created a lobby, which is a multiplayer game that features a lobby where players can join together. We saw how to create a client-server architecture, authenticate users, and exchange data between the server and the clients using RPCs. We also learned how to use the multiplayer API and ENetMultiplayerPeer to create a connection between the client and the server.

One of the essential concepts we learned is how ENetMultiplayerPeer simplifies the whole process of creating a multiplayer game compared to the low-level...