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Hello, I'm planning to add some documentation on how to use this module soon. In the meanwhile you can find some info on the wiki and an old example project. Most of the documentation can be found inside the C++ classes: https://github.com/GameNetworking/network_synchronizer/blob/main/scene_synchronizer.h#L48
Yes this module is being used by: With Me, Halcyon zero (Pahdo labs), and The Mirror. |
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Ah thanks!
Do you think that addon is suitable for a FPS shooter?
…On Mon, Jan 8, 2024 at 3:51 PM Andrea Catania ***@***.***> wrote:
Hello, I'm planning to add some documentation on how to use this module
soon. In the meanwhile you can find some info on the wiki
<https://github.com/GameNetworking/network_synchronizer/wiki> and an old
example project <https://github.com/GameNetworking/example-project>.
Most of the documentation can be found inside the C++ classes:
https://github.com/GameNetworking/network_synchronizer/blob/main/scene_synchronizer.h#L48
Is that module being used in a game?
Yes this module is being used by: With Me, Halcyon zero (Pahdo labs)
<https://www.halcyon-zero.com/>, and The Mirror
<https://twitter.com/themirrorgdp/status/1718019599361323023>.
Some other small games, made with godot 3.x, have been using this too.
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I was discussing on the GDextension channel on discord, and I was asking
why you made a C++ module that requires recompiling godot, instead of
releasing it as a GDextension, which slowed me down a bit. From what other
people said, it seems that a GDextension might incur some performance
penalty, which is the reason you went to the module route.
I'm in the early stage of making the game (something close to counter
strike, low poly, not TOO ambitious), so implementing a proper netcode is
not an emergency, as compiling godot is a bit long.
Is performance the reason you made a module instead of a GDextension? They
also said there is little difference between a module and a GDextension.
Anyway, thanks for writing that doc, that's helpful, I hope I will reach
the day I will use it, proper netcode is difficult to approach. The
Gambetta article was also better than GafferOnGames, it was more detailed
and covered those topics more thoroughly.
…On Tue, Jan 23, 2024 at 3:52 PM Andrea Catania ***@***.***> wrote:
Yes, that's correct. Also, I want to notify you that I added some doc
here:
https://github.com/GameNetworking/network_synchronizer/blob/main/doc_classes/GdSceneSynchronizer.xml#L6
Let me know if you have any feedback / question.
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I am looking for a way to have prediction/rollback/reconciliation for a FPS game with Godot.
I found this repo, it is written in C++, which is quite great, and it also has many maintainers
Would it be possible to have a longer readme, maybe some doc?
Is that module being used in a game?
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