Godot Multiplayer Lag Compensation with netfox
This is a continuation of the Brackeys-based multiplayer game where we add support for lag compensation using Netfox. Netfox uses Client-side Prediction and Server reconciliation as a means to provide responsive client movement while maintaining server authority over the player. So you no longer have to wait for that "round trip" from hitting a key and waiting for it to come back from the server before moving the player. --------------------------------------------------------------------------------------------- [Project to follow along] ⭐️ https://github.com/BatteryAcid/godot-... [Finished Project with Netfox] 👉 https://github.com/BatteryAcid/godot-... --------------------------------------------------------------------------------------------- [Netfox] 🙏 Thank you ElementBound!! I greatly appreciate all the support during the making of this video! Follow them here: https://x.com/elementbound Also shoutout to Foxssake, the owning group behind Netfox! https://github.com/foxssake Docs: https://foxssake.github.io/netfox/ Netfox Discord: / discord Discussion: https://github.com/foxssake/netfox/di... --------------------------------------------------------------------------------------------- [Lag Compensation Resources] https://www.gabrielgambetta.com/clien... • Godot Multiplayer Tutorial - Interpolatio... • Godot Multiplayer Tutorial - Clock Synchro... https://www.gdcvault.com/play/1022195... • 03 Client/Server Sync Theory | Networking ... https://gafferongames.com/post/fix_yo... https://developer.valvesoftware.com/w... [Snopek, Rollback and Prediction] • Rollback netcode in Godot (part 1): What i... --------------------------------------------------------------------------------------------- [Support the channel] 👉 / batteryaciddev 👋 Let's talk shop 👇 [Discord] / discord [Support the channel] https://www.getyourgamedone.com/chann... [Twitter] / batteryaciddev [Insta] / batteryaciddev [Mastodon] https://mastodon.gamedev.place/@Batte... [Threads] https://www.threads.net/@batteryaciddev --------------------------------------------------------------------------------------------- 00:00:00 WHY DO WE NEED LAG COMPENSATION? 00:02:18 CLIENT-SIDE PREDICTION AND SERVER RECONCILIATION 00:03:17 WHEN TO USE IT? 00:05:08 FOLLOW ALONG PROJECT 00:05:36 NETFOX SETUP 00:06:58 GATHER PLAYER INPUT 00:11:18 SETUP ROLLBACK SYNCHRONIZER 00:21:24 SMOOTH MOTION WITH TICK INTERPOLATOR 00:23:50 FIX RESPAWN LOGIC 00:28:58 SYNCH SLIME WITH STATE SYNCHRONIZER 00:33:17 PLATFORM ISSUES 00:35:13 DEDICATED SERVER TEST IN CLOUD 00:38:03 LIMITATIONS AND CAVEATS 00:41:34 WHY NETFOX #lagcompensation #clientsidepredictionserverreconciliation #netfox #steam #steamgame #steammultiplayerpeer #extension #p2p #steammultiplayer #steammultiplayerpeer #godotsteam #steamp2p #2dgame #respawn #pvp #health #animations #gamedevelopment #2dmultiplayer #godotstartertemplate #godot #godottips #gametech #gamedev #indiedev #multiplayer #network #godotengine #brackeys

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