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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

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803232614
Pages 326 pages
Edition 1st Edition
Languages
Author (1):
Henrique Campos Henrique Campos
Profile icon Henrique Campos

Table of Contents (19) Chapters

Preface 1. Part 1:Handshaking and Networking
2. Chapter 1: Setting up a Server 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 about the issues caused by lag, latency, and packet loss. Then, we saw how to fix them by implementing lag compensation techniques. We explored the concepts of interpolation, prediction, synchronization, and extrapolation to ensure smooth and responsive gameplay, even in the face of network delays.

First, we delved into interpolation, which is the core technique regarding lag compensation. Interpolation helps to fix some drawbacks of latency and sparse data updates by animating between two known values, while actual updates don’t arrive. This ensures that the Spaceship node won’t idling, waiting for new updates from the network. It will smoothly move toward new data, instead of abruptly teleporting to it.

Then, we discussed prediction, which involves making informed guesses about an object’s future position, based on its past behavior. By using Newtonian physics calculations, we were able to calculate the spaceship’...

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