#Multiplayer Solution
1 messages · Page 1 of 1 (latest)
If your game can run just with REST you can just send out http requests to add multiplayer
Otherwise, i'd reconsider whether you want to add multiplayer because it's really difficult to do
yeah i use http request and a pyhton server for muliplayer currently
That sounds a lot like real time updates
It's ok if you just want to experiment, but again, real-time multiplayer is very difficult
A python server won't be good enough
hm
do you know how a real time multipalyer game would work?
Yesn't. If you're under a few years of experience I'd recommend you try a few non multiplayer games before you try a multiplayer one
That being said, you could start with a tutorial like this one https://www.youtube.com/watch?v=n8D3vEx7NAE
How to make a simple online multiplayer FPS game in Godot 4 and play with friends over the internet. Big thank you to @ditzyninja for his Godot 4 networking content!
Git Repo: https://github.com/devloglogan/MultiplayerFPSTutorial
0:00 Intro
=== Blender Modeling ===
0:34 Environment Model
3:48 Pistol Model
=== Godot 4 Project Setup ===
6:56 Im...
ok thnakls
now made it with raw packets the delay is normal for my internet
localhost is not the communication over the internet tbh, you should always assume there will be a delay, 40ms up to 100ms is ok-ish but 200ms will be lagging too much for fast placed games (some game types should be OK with that though)
also writing a python server on packed based comms will be fine if you limit players per server instance
the server is in another city ?
so its not localhost
ok so you're running the server in some kind of vps, just keep in mind you still need to consider available bandwidth and number of players, also players in different locations can have different network speed too
gonna make a simple fps and then check if its good playable
if you want to use python go for it, you can always port the server in c/cpp/rust when you need a raw power
just avoid slow tcp packets for fps
will for example rust be much faster?
chat can be on tcp, but player status can be a mix of both
from python? yeah by a magnitude faster
i guess i have to learn a new programming language again , but thanks
not necessary, try to write a good game using python if you want to, just learn about udp and tcp packets
when needed, you can port the server to any native language to boost processing performance
in multiplayer you also need compensate lags, which includes some clever tricks around interpolation, delta calculation, rollback, future prediction etc.
and for fps it will be important
yes gonna look into that