You will have to draw from a pool of techniques (some which are mutually exclusive, and others which can be combined) to implement a good online experience in your game. You can't grab "the best option" and just enable online multiplayer. No two games are alike and there are no one-size-fits-all options for networking. But it's not the only option! In fact, it might not be the best option for your game, depending on the game, your goals, resources and constraints. Why peer-to-peer?Īt the moment it seems like the "server authoritative" model has become the most popular networking architecture in the gamedev community. In this tutorial, we're going to learn how to use the open source Nakama game server as the signalling server, taking advantage of the WebRTC and Nakama addon that I published in the Godot asset library. However, to get all your peers connected via WebRTC in the first place, you need to have a "signalling server" so they can figure out how best to make direct connections to each other. The Godot game engine natively supports WebRTC with its High-Level Multiplayer API. It even works in the web browser when exporting to HTML5!.It has built-in NAT hole punching (ie.It supports reliable, unreliable and partially reliable messages.It's fast (usually using UDP underneath).WebRTC is a great peer-to-peer networking protocol for games: There are quite a few different architectures and protocols that you can use for the networking in your online multiplayer game.
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