Remaking the login screen with RPCs
Welcome back to our studio, fellow network engineer! In Chapter 2, Sending and Receiving Data, we learned how to create a basic login system using the Godot Engine’s UDPServer
and PacketPeerUDP
classes. While this approach was perfect for our small-scale project, we need to level our game as we move forward and create a lobby!
Fear not, for we have the perfect solution for you – the Godot Engine’s ENetMultiplayerPeer
and RPCs! These two powerful tools will help us build a robust and efficient system that can easily scale up to support multiple connected clients – as far as we researched, up to 4,095 simultaneously connected players!
With the Godot Engine’s ENetMultiplayerPeer
, we can easily manage multiple connections and synchronize game data across all connected clients. This means that our login system will be able to handle more connections, and our game will run smoother than ever before!
With that...