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.
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[Project to follow along]
⭐️ https://github.com/BatteryAcid/godot-...
[Finished Project with Netfox]
👉 https://github.com/BatteryAcid/godot-...
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[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...
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[Lag Compensation Resources]
https://www.gabrielgambetta.com/clien...
• Godot Multiplayer Tutorial - Interpo...
• Godot Multiplayer Tutorial - Clock Sy...
https://www.gdcvault.com/play/1022195...
• 03 Client/Server Sync Theory | Networ...
https://gafferongames.com/post/fix_yo...
https://developer.valvesoftware.com/w...
[Snopek, Rollback and Prediction]
• Rollback netcode in Godot (part 1): W...
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[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
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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