Summary
Well, it’s time to wrap this chapter up! In this chapter, we discussed what caching is and how it allows us to save bandwidth. We learned how to implement it for custom spaceship sprites in our game. For that, we saw how we can use the HTTPRequest
node to download files over the internet by making HTTP requests. We also implemented a custom Monitor to see how much data we saved throughout a play session by caching textures. Finally, we saw how caching can go beyond image and text files and the possibility of using REST APIs to download all sorts of files using HTTP.
With that, my fellow Godot Engine developers, we reach the end of our journey!
We started as people who didn’t know how to send a simple message to another computer, and became fully fledged network engineers ready to create the games of our dreams and allow players to have a shared experience, enjoy their time together, and build communities around the world. Congratulations on completing this...