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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

Decreasing the requests count

Previously, in Chapter 10, Debugging and Profiling the Network, we saw that there was a disproportional and unnecessary number of requests being made to the Weapon2D node’s fire() RPC method, and we even came up with what could be a solution for this issue. We also saw that we can decrease the Asteroid node’s sync problem by only updating it once a given player requests a synchronization using the World node’s sync_world() RPC method.

In this section, we are going to implement these optimization methods and improve the overall performance of our network. Let’s start with the Weapon2D node issue.

Reducing the weapon fire count

Sometimes we may need to make changes in the core code of a feature in order to improve its network performance, even when its local performance stays the same, or may even drop. When talking about optimization, we are always trying to balance things out and figure out how to use the available...

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