netfox
godot-rollback-netcode
netfox | godot-rollback-netcode | |
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2 | 19 | |
216 | - | |
5.6% | - | |
8.9 | - | |
12 days ago | - | |
GDScript | ||
MIT License | - |
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netfox
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Do I really have to sacrifice built-in physics such as "move_and_slide" and RigidBody3D if I want to implement Rollback into my netcode???
Alternatively there is also Netfox addon, which is more complicated but supposedly more powerful: https://github.com/foxssake/netfox
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Just released netfox, a library for multiplayer games, ask me anything!
Source | Docs
godot-rollback-netcode
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Do I really have to sacrifice built-in physics such as "move_and_slide" and RigidBody3D if I want to implement Rollback into my netcode???
For example, this addon from Snopek games (and 11 youtube videos explaining how it works) might be useful: https://gitlab.com/snopek-games/godot-rollback-netcode/
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Is Godot 4's Multiplayer a Worthy Alternative to Unity?
Kind of stupid to compare Godots native multiplayer to a Unity addon.
Why not compare it to Unity's native hot mess - Netcode for GO
or
Why not compare it to a good Godot netcode addon? ie - https://gitlab.com/snopek-games/godot-rollback-netcode
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Godot netcode options
1) Use this rollback/predict netcode addon for Godot: https://gitlab.com/snopek-games/godot-rollback-netcode/ Seems not ideal for a server/client architecture and is more for a peer to peer situation Doesn’t look widely used so unsure on the quality
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Rollback Netcode in Godot [Tutorial Series, Networking, Addon]
git project: (godot addon for netcode) :https://gitlab.com/snopek-games/godot-rollback-netcode/
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What are some common misconceptions/bad takes players have about game dev?
yeah, i'm pretty sure tekken 7 used unreal's built in client side prediction and its kind of crap. i've been messing with the snopek games rollback plugin for godot and it seems quite good! the dude made his own deterministic physics with it too which is great
- Rollback netcode in Godot (part 11): Advanced Input Prediction
- Rollback netcode in Godot (part 10): Random Numbers
- Rollback netcode in Godot (part 9): Sound Effects
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Does abstract classes/scripts makes sense in Godot? (Iheritance discussion)
Yes, it makes sense to me. A good trick to simulate an abstract class is to make the default implementations of methods push an error, like in this example from someone else's project: https://gitlab.com/snopek-games/godot-rollback-netcode/-/blob/main/addons/godot-rollback-netcode/NetworkAdaptor.gd
- Rollback netcode in Godot (part 8): Animation Players
What are some alternatives?
Godot-3D-FPS-MULTIPLAYER - Repo to fork if you want to start a Multiplayer 3d FPS with movement and animation of the player.
godot-rollback-tutorial
noray - Simple connection orchestrator and relay
Multirun - Godot plugin that allows to start multiple game instances at once.
mpevmvp - EV Mechanics in Multiplayer.
sg-physics-2d
TetraForce - GBC Zelda-inspired game with online multiplayer. Built with Godot Engine
FishNet - FishNet: Unity Networking Evolved.
Godot-WebSocket-Multiplayer-Template - A Godot client project that connects to a Typescript server
godot-nakama-webrtc
tabletop-club - An open-source platform for playing tabletop games in a physics-based 3D environment for Windows, macOS, and Linux! Made with the Godot Engine.