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Addons for building multiplayer games with Godot
Hey, cool library! I've been playing about with it and got some players running around really easily. Would you happen to have any examples of how you could create moving...
Hi there. I've been developing my multiplayer game for several months now using the tomfol.io instance provided and it's been working great. The game is ready to alpha launch feature-wise,...
# Server-authoritative multiplayer with local synchronization In our multiplayer architecture, we take advantage of the fact that game state will always have to flow through an authoritative server. If state...
## Background There's plans to explore options to improve netfox's performance. But to do that, we first need a method to measure the current performance, and be able to compare...
```gdscript # Cache the synced clients, as the rpc call itself may arrive multiple times # ( for some reason? ) var _synced_clients = {} ``` In the class `network_time.gd`...
As far as I can tell, the local time is never synced back up to the remote time, except when a rather large threshold is reached. You might want to...
Delta diffs maybe? Or anything else to support huge player counts.
[Channels] can be used to separate messages into different sub-connections, so we don't need to wait for one type of message to arrive before we can process the other. This...