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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

Sending chat messages

Godot Engine’s RPCs allow for efficient data transmission between clients and the server in multiplayer games. We can create an RPC method for this specific purpose, with message data as arguments. The transmission can be either reliable or unreliable, depending on the needs of the application. Once the message is sent, it’s received by the appropriate recipients (including clients and the server) who handle it appropriately, such as by displaying it to the user or logging it. We did that in the Understanding data exchange and channels section when we made the add_message() method.

Sending messages using Godot’s RPCs is a straightforward process that involves defining the message format. In our case, we use the player’s avatar name and the message content, as seen previously, calling an RPC method to transmit the message and handling the message appropriately on the receiving end.

We are going to implement a method to read the...

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