#MultiPlay Core, Now on Version 1!

25 messages · Page 1 of 1 (latest)

limber fable
little zinc
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very interesting project, future work would really be great for solo developers such as myself especially MPAuth and Encryption

finite mantle
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Nice! Any plans for lag mitigation mechanisms like prediction and whatnot?

limber fable
potent lichen
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Your documentation is giving a 404.

limber fable
potent lichen
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The link in this post!

limber fable
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oh yeah hold on I forgot i already changed it,

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I’ll add alias for the url later today

left moth
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Ah seems same thing for playmode link in the introduction page

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Seems interesting, but I don 't see clearly what it would make differents from implementing your own multiplayer solution.

You would need to sync maybe some others objects than the player, so how it would behave in others modes ? For now I only see a helper to manage more easily switch of input in differents modes (that wouldn't be multiplayer) in a unified way and sync of a player. That would be great as you architect your game around the same architecture but I don't see others features except what is obvious in the video.

A quick bullet point of feature would be greatly apreciated in the doc 😉

limber fable
# left moth Seems interesting, but I don 't see clearly what it would make differents from i...

I wanted to say from the start that this library is made specifically to solve the problem my game is facing (input management, multiplayer works etc), right now it solves input management problem, but still a long way to go! I'm currently creating more components for use (both network and local), mostly inspired from mirror for unity.

For sync, that's currently done with Godot's built in one for now (multiplayer synchronizer/spawner). All mode starts a multiplayer instance. So it should behave the same as it is in the online mode. However I'm still looking to add components that sync properties too! Like authoritative movement sync that sebotron brings up earlier.

Thank you for your feedback through, appreciate it! I'll be looking into it soon.

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Anyways, all documentation issues should be resolved by now (hopefully). Thank you for reporting about the issue NakaThumbUps

limber fable
worn whale
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Sounds super interesting 🙂 Will give it a go soon! Best of luck in development!!

limber fable
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Thank you! vennielove

limber fable
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MultiPlay Core, Now on Version 1!

limber fable
# limber fable MultiPlay Core is a Multiplayer framework for Godot! Built on top of Godot Multi...

MultiPlay Core v1 is out!! multiplay_core

After month of work on this project. I'm thrilled to release the first major version, MultiPlay Core v1.0.0 "Envelope Puppet"!. 🎉

It has changed a lot from what it was initially. Some of the most noticeable changes include:

  • Network Protocol is now more flexible! Network Protocol's now it's own dependent node, allow for extending it's API and set protocol specific configuration.
  • Transform Synchronizer added! Synchronize transforms both 2D/3D with lerp.
  • Animation Synchronizer's here! Synchronize both Animation Player and Animation Tree parameters.
  • Special Run Button! There's now a special run button on the top right. Clicking on the button now launch online mode automatically as server/clients.
  • Post export check. MultiPlay Tool now check build for potential errors.
  • Fix several bugs from the old version.

Release logs: https://github.com/maji-git/multiplay-core/releases/tag/v1
Asset Library: https://godotengine.org/asset-library/asset/2889

GitHub

MultiPlay Core v1 • Envelope Puppet 🐶

Set sail! Welcome to the first major version of MultiPlay Core, v1 Envelope Puppet! 🎉
What's Changed

Flexible Network Protocol Nodes by @maji-git in #2
H...

novel hazel
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this is so cool

limber fable
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thanks vennieflower

compact wadi
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IT TOOK ME 5 MINUTES TO SET THIS UP!!

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Holy moly ... this is actually a gamechanger