[HN Gopher] Testing a Robust Netcode with Godot
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Testing a Robust Netcode with Godot
Author : smig0
Score : 24 points
Date : 2025-06-17 10:57 UTC (2 days ago)
(HTM) web link (studios.ptilouk.net)
(TXT) w3m dump (studios.ptilouk.net)
| sosodev wrote:
| Interesting article. I'm surprised the author didn't mention
| https://github.com/foxssake/netfox
|
| The core of Godot's netcode is way too minimal. It gives you a
| way to synchronize state and make RPC. That's it.
|
| As the author mentions adding in the higher level functionality
| like prediction, rollback, etc is extremely complicated so it's
| nice that netfox takes care of a lot of that complexity.
| matthewkayin wrote:
| I noticed you have your game on Steam. Did you end up using any
| of the Steam networking features via Steam SDK and Godot
| Steamworks?
|
| I'm using ENet for my RTS project and found that Steam's
| networking code offers many of the same features offered by ENet
| (including the reliable, in-order delivery of packets, which is
| invaluable for an RTS Game). I was able to abstract things out so
| that my game uses ENet on LAN games and Steam networking for
| online games, and the rest of the game code is none the wiser.
| sosodev wrote:
| The Steam networking sockets do offer the same functionality as
| ENet. Is it possible to use the Steam Datagram Relay without
| the steam networking sockets? I would assume so. Not sure I see
| the benefit of supporting both.
| righthand wrote:
| Thank you for selling your game DRM-free on Itch!
| bee_rider wrote:
| Out of curiosity, how optimistic/pessimistic are the drop rates
| the author picked?
| ghushn3 wrote:
| Godot has been really killing it lately, I'm so bullish on their
| future.
|
| While I think gdscript is largely a mistake and I look forward to
| feature parity in the C# interface, I'm still very excited to see
| all the projects coming out of Godot developers today.
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