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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

Caching Data to Decrease Bandwidth

When it comes to reducing bandwidth usage and optimizing network usage in game development, there is a powerful technique that always comes to mind: caching.

Caching solves the question of why we should keep downloading the same data repeatedly when we can download it once, store it somewhere, and reuse it whenever needed. In this chapter, we will delve into caching techniques and learn how to apply them to efficiently download, store, and reuse images and other relevant data. For that, we will use a database that contains image URLs that we are going to download directly from the internet into our players’ machines.

To demonstrate the implementation of these caching techniques, we will prototype a new feature in our game project, where players will have the ability to upload custom images for their spaceships. To save time and focus solely on the network aspect of this feature, we will avoid implementing user experience and user interface...

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