Testing a Robust Netcode with Godot
a year ago
- #Multiplayer
- #Networking
- #Godot
- Developing online multiplayer in Godot for 'Little Brats!' involved overcoming challenges like latency and synchronization.
- Techniques like lag compensation, prediction, and reconciliation were used to manage delays between client actions and server responses.
- Testing multiplayer functionality was complex, requiring simulation of network conditions like latency and packet loss.
- The 'tc' command in Linux was used to artificially introduce network conditions such as latency and packet loss for testing.
- Godot's network API offers different reliability modes (reliable, unreliable, unreliable_ordered) for UDP-based communication.
- Experiments showed that 'reliable' mode ensures no packet loss but can delay subsequent packets, while 'unreliable' mode may lose packets but maintains timing.
- A script was created to simulate varying network conditions dynamically, aiding in robustness testing.
- Real-world testing with actual players is irreplaceable, but simulated conditions help in initial debugging and development.