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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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Author (1):
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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 Lag Compensation

Welcome to one of the most anticipated chapters in the book. Here, we will dive into the core of online multiplayer game optimization. In the world of online gaming, where players from across the globe unite to embark on epic adventures, two formidable adversaries lurk in the shadows; they are lag and latency. These foes can transform a thrilling gaming experience into a frustrating trial. In this chapter, we’ll confront these challenges head-on, arming you with the knowledge and tools to mitigate their impact and create an engaging online gaming environment.

In this chapter, we will use Remote Procedure Calls (RPCs) to implement lag compensation techniques, in order to make the Player node’s Spaceship node maintain its position and rotation, synced throughout the game instances across the network. For that, we will understand the core issues regarding packet loss and latency, something common when we use unreliable packets, as we do when...

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