[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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       (page generated 2021-11-27 23:00 UTC)