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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

Syncing remote objects

With each player controlling their respective paddle in their own game instance, we have a small problem. The opponent’s paddle will not update its movement because we ensured that both its physics and input processes were disabled after we assigned a new multiplayer authority. Due to that, the ball may also bounce on the opponent’s paddle and create a different movement trajectory in each player’s game instance. We need to ensure that players are sharing the same game world and, for that, we are going to sync the objects across the network using MultiplayerSynchronizer. In the next section, we are going to start the syncing of the ball.

Updating the ball’s position

The first thing we are going to do is ensure the ball’s position is synced across all peers. This is because we want to prevent players from dealing with different balls in their game instances, since this may lead them to make decisions based on wrong information...

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