[HN Gopher] Multiplayer in Godot 4.0: Scene Replication (Part 1)
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Multiplayer in Godot 4.0: Scene Replication (Part 1)
Author : Tomte
Score : 100 points
Date : 2021-11-27 20:06 UTC (2 hours ago)
(HTM) web link (godotengine.org)
(TXT) w3m dump (godotengine.org)
| dleslie wrote:
| In my experience, spawning is generally a mistake. It brings a
| huge amount of potential pitfalls for join in progress, and often
| becomes an attack vector for griefing. On top of that, it makes
| hardware usage unbounded.
|
| What you usually want is pools.
| dschroer wrote:
| I think the two can live interchangeably. Pooling and such is
| more of an optimization technique.
|
| For a tutorial like this limiting the number of concepts to
| throw at the reader is better than making sure its 100%
| production ready. I would be worried if reading a post like
| this was all you need for your entire games netcode in prod.
| rackjack wrote:
| https://gameprogrammingpatterns.com/object-pool.html
|
| Is this the kind of pool you're referring to? Just curious, I
| don't know a lot of gamedev.
| m12k wrote:
| Exactly that. Ideally, nothing gets allocated or freed during
| a given frame, it's just previously (upfront) allocated
| entities getting flagged as active or inactive.
| aspectmin wrote:
| Pools? (Vs spawns?) Good reference to learn?
| codeflo wrote:
| I don't follow. Spawning objects (which the article talks about
| as part of the network code) is unrelated to (re-)spawning
| players as a gameplay feature (which is where griefing could be
| an issue), neither of them make hardware use "unbounded", and
| both are completely orthogonal to using pools as an allocation
| technique.
| dreyfan wrote:
| If you're in a competitive multiplayer game and you know that
| dropping an object on the ground or shooting a certain
| projectile will trigger new object spawns for a player who
| doesn't have them cached, you can do so rapidly and cause
| their machines to stutter/desync.
| crate_barre wrote:
| Anyone ever get so bored of web development that they just want
| to make a game or some shit?
| slater wrote:
| Yep.
| Mikeb85 wrote:
| Everyone loves games, so yes.
| Trasmatta wrote:
| Yeah, but game development is hard, and I can never keep the
| momentum going long enough to actually finish something.
| j56no wrote:
| yes I'm trying to make the leap, want to create something that
| people use to have fun
| Jack5500 wrote:
| You really can't overstate the huge leaps Godot has made in the
| last few years. Not only is it in many cases a viable alternative
| to something like Unity, but also more consistent, cohesive and
| easier to learn at the same time. The great blog post, like this
| one, only emphasize their qualities at that. And all that while
| being open source and crowd sourced.
| marcodiego wrote:
| This is an important combo: - open source,
| - easy to learn and - crowd funded.
|
| By being open source, anyone can have access to it. By being
| easy to learn, most people who try it can do something cool
| with little effort. By being crowd funded, developers can work
| on it for as long as enough people are using.
|
| Remember yesterday PHP 8.1 was released. Much the same story
| but in entirely different parts of the same spectrum.
| AQuantized wrote:
| It's decisively ahead of Unity for 2d for me at this point, and
| catching up with 3d. The few times I've had issues I've been
| able to start a PR and it's generally merged pretty quickly.
| Way better than depending on Unity to fix it at some indefinite
| point in the future.
| Mikeb85 wrote:
| It's pretty impressive. Godot's 3D is more than good enough
| for any indie game at this point, still behind Unreal and
| Unity but not sure it matters.
| creativemonkeys wrote:
| As a gamedev beginner, I was pleasantly surprised by Godot and
| GDScript. The API is fairly sane (just enough magic to get out of
| your way), documentation is good, GDScript is easy to pick up if
| you know Python and the exporters for HTML5 (wasm) and Android
| worked without issues out of the box.
|
| There are some weird things here and there, but so far the pros
| far outweigh the cons and I see myself prototyping ideas quickly
| in Godot.
| tehchromic wrote:
| Love the name
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