#video #toread on Godot multiplayer P2P on Steam. Unfortunately it’s by #BatteryAcidDev, and so I expect the video to be half talking head footage, so I may try to see if there’s a better video about this. #todelete
on 02024-06-24#tutorial #video #toread on #Godot dedicated server executables (I guess ones that don’t require a GUI) but it’s a #BatteryAcidDev video so it's probably half talking head footage
on 02024-06-23#video #tutorial on #Godot multiplayer platformer based on the Brackeys platformer tutorial. ENetMultiplayerPeer and the Godot multiplayer API looks really easy to use in the case where it’s okay to depend on a server. I didn’t know Godot’s debug menu had a “run multiple instances” submenu, and in project settings, there's a Display→Window→Always on Top option, which is very useful for debugging. The MultiplayerSpawner node automatically replicates the scenes under its spawn path across all the players in the cluster, using its auto-spawn list to figure out how to instantiate them, except that it seems like actually you have to write code to manually instantiate scenes there? Maybe only on the server? By default only the server can change any (MultiplayerSynchronizer) node that’s synchronized across clients, but it can .set_multiplayer_authority(id) on a node to allow one of the players to change it instead. The MultiplayerSynchronizer synchronizes properties of other nodes. #BatteryAcidDev’s recommendation is to only give the player authority over their inputs, not over their player’s position. Lots of talking-head filler footage. #toread