[HN Gopher] Multiplayer in Godot 4.0: Scene Replication (Part 1) ___________________________________________________________________ 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 ___________________________________________________________________ (page generated 2021-11-27 23:00 UTC)