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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
Author Profile Icon Henrique Campos
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 learned how to optimize data requests in our game to improve network performance. We focused on decreasing the number of requests being made in the game by optimizing the firing of the weapon. We saw how to create an RPC method that can change the weapon’s firing state and how to toggle the firing state based on the “shoot” action being pressed or released instead of triggering the firing on every frame in the _process() callback. Finally, we saw how to use the network profiler to assess the impact of these optimizations on the game’s performance.

After that, we tackled the issue of Asteroid node’s MultiplayerSynchronizers’ syncs. We disabled the automatic synchronization by setting the Visibility Update Node of MultiplayerSynchronizer to None and manually synced by using the MultiplayerSynchronizer.update_visibility() method once the player joins the game. This decreased the Asteroid node’s sync count...

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