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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

Summary

In this chapter, we went through the fundamentals of network connections, which is to establish the connection through a procedure known as the handshake.

The handshake ensures that two computers recognize each other in a network and establish the protocols of this communication. This is important to understand, as it is the core of all our further endeavors. Without this at our disposal, our players and our server would be disconnected. One would be sending data to the void, while the other would be infinitely waiting for something to arrive.

Talking about sending data, now that we have our computers connected and open to receive and send data back and forth, it’s time to see how to do that. Throughout this chapter, you saw how you can properly establish a connection using the ENet library and how Godot Engine provides a high-level approach to handshaking, to the point that we can barely see if there was an actual handshake or not.

In the next chapter, we are going to use the UDP protocol to also establish a connection between client and server. But this time, we are going to dig a bit further and actually send data both from the client to the server and the other way around.

It’s important to use the UDP protocol to understand what might be happening under the hood when we finally start to get used to the Godot Engine ENetMultiplayer API.

Now let’s see the dirty and messy world of low-level data transmission in the next chapter, so we can understand later how much easier our lives are made with the new high-level network API!

You have been reading a chapter from
The Essential Guide to Creating Multiplayer Games with Godot 4.0
Published in: Dec 2023
Publisher: Packt
ISBN-13: 9781803232614
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