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Godot Engine - Multiplayer in Godot 4.0: Scene Replication (part 1)

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It's finally time for the long-awaited post about the new multiplayer replication system that is being developed for Godot 4.0. Below, we will introduce the concepts around which it was designed, the currently implemented prototype, and planned changes to make it more powerful and user-friendly.

Design goals

Making multiplayer games has historically been a complex task, requiring ad-hoc optimizations and game-specific solutions. Still, two main concepts are almost ubiquitous in multiplayer games: some form of messaging, and some form of state replication (synchronization and reconciliation).

While Godot does provide a system for messaging (i.e. RPC), it does not provide a common system for replication.

In this sense, we had quite a few #networking meetings in August 2021 to design a replication API that could be used for the common cases, while being extensible via plugins or custom code.

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Godot 4.0 Progressing On Its Multiplayer Capabilities

  • Godot 4.0 Progressing On Its Multiplayer Capabilities

    In addition to Vulkan support and a lot of graphics renderer work happening for Godot 4.0, adding to the expansive feature list is improved multi-player capabilities.

    A prototype implementation of Godot multi-player scene replication support is ready and more functionality is being worked on as part of Godot 4.0. Godot to date has provided RPC-based messaging for multi-player games but hasn't itself provided a common mechanism around scene/state replication. With this new code being worked on, there is now an out-of-the-box solution and should be extensible for use by different games while being easy to use on the part of the game developers.

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