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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

The Essential Guide to Creating Multiplayer Games with Godot 4.0: Harness the power of Godot Engine's GDScript network API to connect players in multiplayer games

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The Essential Guide to Creating Multiplayer Games with Godot 4.0

Setting up a Server

Welcome to The Essential Guide to Creating Multiplayer Games with Godot 4.0. In this hands-on book, you are going to learn the core concepts used to create online multiplayer games using the Godot Engine 4.0 Network API.

Firstly, we are going to understand some fundamental aspects of how computers communicate through a network and the main protocols, including which ones are more relevant for making online multiplayer games.

After that, we will understand how Godot Engine 4.0 uses and provides both low- and high-level implementations for networking using its network API. We’ll understand some core classes that we can use to pass data around to multiple computers on the same network. And then we’ll focus on the high-level API known as ENetMultiplayerPeer.

With the fundamentals in place, we’ll use the knowledge we just learned to turn local gameplay features into online gameplay features. To do that, we will develop five game projects:

  • An online quiz game
  • Checkers
  • Pong
  • A co-op platformer
  • A top-down adventure

Then, we’ll learn some techniques we can use to improve our players’ experience by optimizing how their game sends, receives, and processes network data. We’ll understand that we don’t need constant updates and that we can do most of the gameplay with small bits of data and let the clients’ computers fill the gaps on their own.

Throughout each chapter, you’re going to do a role play of a network engineer working for a fictional, independent game development studio. In each chapter, you will apply your recently learned knowledge to a fictional problem presented by your studio’s peers. You’ll focus on the network aspect of each project they present, so you don’t waste your precious time trying to understand unnecessary aspects.

In this chapter, you are going to learn the most important aspect of establishing a network of computers: to connect them all together. You’ll see how this process happens, the reason for doing this, what’s required to establish this connection, and how we can do that using the API that Godot Engine provides.

We will cover the following topics in this chapter:

  • Introduction to a network
  • Understanding the Godot Engine Network API
  • Setting up the client side
  • Setting up the server side
  • Making your first handshake

By the end of the chapter, you’ll have a client and server version of an application that establishes the connection of two or more computers. This is the very core of everything that we are going to see throughout the book, and with that knowledge, you’ll understand how you can start making computers communicate within a network, which is exactly what you need to do in online multiplayer games.

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Key benefits

  • Ensure player synchronization and coexistence in a game world
  • Mitigate latency in your multiplayer games to design a seamless shared experience
  • Optimize and debug your games using profilers and monitors to visualize performance
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

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.

Who is this book for?

If you’re involved in game development with Godot and want to add multiplayer capabilities to enrich the shared gaming experience, then this book is for you. You’ll also find this book useful if you’re a network engineer looking to gain hands-on experience with practical projects. To get the most out of this book, a prior understanding of the Godot Engine design philosophy, the GDScript programming language, the SceneTree structure, and how nodes work is essential.

What you will learn

  • Understand the fundamentals of networking and remote data exchange between computers
  • Use the Godot game engine's built-in API to set up a network for players
  • Master remote procedure calls and learn how to make function calls on objects remotely
  • Enhance your GDScript proficiency to get the most out of this powerful language
  • Explore industry-standard solutions for common online multiplayer challenges
  • Improve your networking skills and discover how to turn single-player games into multiplayer experiences
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Publication date : Dec 22, 2023
Length: 326 pages
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Language : English
ISBN-13 : 9781803232614
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Table of Contents

18 Chapters
Part 1:Handshaking and Networking Chevron down icon Chevron up icon
Chapter 1: Setting up a Server Chevron down icon Chevron up icon
Chapter 2: Sending and Receiving Data Chevron down icon Chevron up icon
Chapter 3: Making a Lobby to Gather Players Together Chevron down icon Chevron up icon
Chapter 4: Creating an Online Chat Chevron down icon Chevron up icon
Part 2:Creating Online Multiplayer Mechanics Chevron down icon Chevron up icon
Chapter 5: Making an Online Quiz Game Chevron down icon Chevron up icon
Chapter 6: Building an Online Checkers Game Chevron down icon Chevron up icon
Chapter 7: Developing an Online Pong Game Chevron down icon Chevron up icon
Chapter 8: Creating an Online Co-Op Platformer Prototype Chevron down icon Chevron up icon
Chapter 9: Creating an Online Adventure Prototype Chevron down icon Chevron up icon
Part 3:Optimizing the Online Experience Chevron down icon Chevron up icon
Chapter 10: Debugging and Profiling the Network Chevron down icon Chevron up icon
Chapter 11: Optimizing Data Requests Chevron down icon Chevron up icon
Chapter 12: Implementing Lag Compensation Chevron down icon Chevron up icon
Chapter 13: Caching Data to Decrease Bandwidth Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

Top Reviews
Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.4
(17 Ratings)
5 star 76.5%
4 star 5.9%
3 star 5.9%
2 star 5.9%
1 star 5.9%
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Roman Perry Jan 03, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is a very solid introduction to creating multiplayer games in Godot. It is great for devs who already have some experience with creating games and are curious about taking the first steps towards networked, multiplayer games. The five projects outlined within the book will give anyone a solid foundation for their own multiplayer games.I've been following the writer of the book, PigDev, for a very long time and he has always produced quality content. I'm excited to dive in and start these projects!
Amazon Verified review Amazon
G Money Dec 31, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is a rare book that really manages to walk you through a progressive set of examples that will take you from building simple network topologies to more advanced ones while explaining the design decisions along the way. For people not familiar with the subject, I would encourage you to read the whole book and not just skip to what you might consider as the network architecture for your game, as also g the way the author will have explained many of the design concerns that led to that topology and your requirements may necessitate a different approach which the author tends to dive into. This book will serve as a strong reference for Godot4 multiplayer and I definitely recommend reading it if you are diving into multiplayer as opposed to just watching a few YouTube videos and trying to go it alone without understanding WHY things work the way they do.
Amazon Verified review Amazon
Jacob Feb 13, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
As a hobbyist within the video game programming, it's sometimes a bit difficult finding good material to learn from, especially when it comes to advanced topics, such as Godot networking. However, I do think that this book stands out in the vast sea of knowledge as a primary example of how Godot networking should be taught.Right off the bat, the book does an excellent job at giving a very general understanding at basic networking concepts (client, server, packets, etc), all within a few pages. Whenever a new Godot networking concept is brought up, you receive a brief introduction to the concept before it's implemented into your project. It's great, and very efficient, to not be stuck talking about such basic concepts for too long. It allows us to focus on networking in Godot specifically, which I found very nice. Additionally, one thing this book has that you don't always find everywhere else is the discussion of certain advanced networking topics, such as network debugging within Godot or implementing lag compensation within a Godot project. These are very important topics to be learning about, especially if you want to get serious about Godot development, and you won't always find this information on other tutorials or books, which is why I find it fantastic that it's talked about with such detail in this book.Another thing I love about this book is how it introduces the example project code to you in smaller blocks, one at a time. In programming books, I often see an author drop massive amounts of code at a time, just to spend the next 10 paragraphs breaking down that code, which isn't inherently a bad thing, but in my opinion, it gets a bit hard to understand the logic and keep track of everything that's going on when a code block and the explanation are so large. In this book, it takes a slightly different approach. Instead, it will give you smaller blocks of code at a time, followed by a small paragraph explaining what is going on, which, in my opinion, is a bit more effective. It allows you to better process what the author is discussing, which helps you easily understand the bigger picture.In addition, this book does have a GitHub repository with all of the project files that you can pull onto your local computer to follow along with what's going on in the book, which is very nice. I would *highly* recommend using this, if possible, and following along with the book, as it helps you get a better insight as to what is going on. However, one thing I will mention is that there are some *very* small coding difference between what is the GitHub repository files and what is in the book examples. Do these differences actually matter? No, not at all. I only bring it up because it might confused some readers who are not as experienced with the Godot video game engine.Will this book turn you from a Godot networking beginner to a Godot networking master? No, but it's a fantastic place to start. Not only does the author make it easy to understand such important Godot networking concepts, but it also gives you the opportunity to experiment and learn just how powerful Godot networking can be, which can then be easily applied into your own projects. If you are already knowledgeable in Godot programming and need to take the first step into Godot networking, this book is the perfect place to start.
Amazon Verified review Amazon
Mason Storms Dec 28, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
It's very in depth and answers all the important questions I had. I also appreciate how it is split into multiple sections for different project types and has a focus on optimization.
Amazon Verified review Amazon
ROBERTO HILSACA Jan 10, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I would recommend for new developers looking to expand their knowledge in setting up multiplayer connectivity but I would in fact also apply knowledge on how servers work and what configuration you need when handling outbound connections. Like mentioned before it sets a foundation for initial configuration and understand of cross communication using Godot.
Amazon Verified review Amazon
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