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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

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803232614
Length 326 pages
Edition 1st Edition
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Henrique Campos Henrique Campos
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Henrique Campos
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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

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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