Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
The Essential Guide to Creating Multiplayer Games with Godot 4.0

You're reading from   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

Arrow left icon
Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803232614
Length 326 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Henrique Campos Henrique Campos
Author Profile Icon Henrique Campos
Henrique Campos
Arrow right icon
View More author details
Toc

Table of Contents (19) Chapters Close

Preface 1. Part 1:Handshaking and Networking
2. Chapter 1: Setting up a Server FREE CHAPTER 3. Chapter 2: Sending and Receiving Data 4. Chapter 3: Making a Lobby to Gather Players Together 5. Chapter 4: Creating an Online Chat 6. Part 2:Creating Online Multiplayer Mechanics
7. Chapter 5: Making an Online Quiz Game 8. Chapter 6: Building an Online Checkers Game 9. Chapter 7: Developing an Online Pong Game 10. Chapter 8: Creating an Online Co-Op Platformer Prototype 11. Chapter 9: Creating an Online Adventure Prototype 12. Part 3:Optimizing the Online Experience
13. Chapter 10: Debugging and Profiling the Network 14. Chapter 11: Optimizing Data Requests 15. Chapter 12: Implementing Lag Compensation 16. Chapter 13: Caching Data to Decrease Bandwidth 17. Index 18. Other Books You May Enjoy

Optimizing Data Requests

Welcome to Chapter 11, Optimizing Data Requests, where we will use the tools that we saw in Chapter 10, Debugging and Profiling the Network, and finally implement improvements to the network code that we wrote in Chapter 9, Creating an Online Adventure Prototype.

In this chapter, we will understand a bit more about bandwidth and throughput by analyzing the current state of our game. We saw, in the Using the network profiler section of Chapter 10, Debugging and Profiling the Network, that we have some improvements to make, especially regarding the MultiplayerSynchronizers and the QuestDatabase data transmission. So, here, we will see how we can decrease the number of requests and how we can compress and decompress data to reduce the bandwidth and throughput and make our game available to more people in a more reliable and optimal way.

By the end of this chapter, you will understand that there are many ways to optimize a game and most of the optimizations...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime