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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

Sending and Receiving Data

In the previous chapter, we saw how we can establish a connection between two computers using the high-level Godot Engine ENetMultiplayerPeer API. But what do we do after that? Why do we establish connections between computers? The foundation of a network is the communication between the connected computers, allowing them to send and receive data. This data is transferred by breaking down the content into small chunks called packets.

Each packet is like a postcard containing the necessary information, such as the sender’s and receiver’s IP addresses, the communication port, and the message’s content. We then send these packets over the network, where they can be routed to their intended recipient. Using communication protocols, such as the UDP protocol, we break the data into packets at the sending end and reassemble them at the receiving end of the relationship.

In this chapter, we will discuss the fundamentals of how packets are...

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