How to implement P2P Multiplayer? 0 votes Couldn't achieve that without Hamachi or something similar, it only works on local network, not even typing the direct IP (That I can't get on Godot), it don't work.
how to make an online p2p multiplayer game. So basically im trying to make an onlione multiplayer game. I already know how to do it locally, but i dont know how to do it online. In my current understanding of networking, you connect to a client using tcp with an i.p. and port, and I think it only works when you are connected to LAN (i dont ...
I started this project using a Relay server for the multiplayer aspect, and got a lot more latency and needed more resources for the server itself; using WebRTC, I only setup a very simple Matchmaking server to pair players, and all gameplay code works in P2P with a lot less latency between players.
1 Answer. 0 votes. I think you're looking for NAT Punchthrough. This way both computers connect to a master server, which then tells them to which port and ip to send directly (the P2P part). This is a good explanation: NAT Punchthrough for multiplayer games. answered Mar 10, 2019 by omggomb (927 points)
Godot uses a mid-level object NetworkedMultiplayerPeer. This object is not meant to be created directly, but is designed so that several C++ implementations can provide it. This object extends from PacketPeer, so it inherits all the useful methods for serializing, sending and receiving data. On top of that, it adds methods to set a peer, transfer mode, etc.
The project is a very simple Multiplayer Snake game played in versus; each player controls a Snake, trying to outgrow the enemy player and force them into a corner. The last player standing is the winner.
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So far, from what I've gathered, P2P would be a cheaper solution for my game with a dedicated server for matchmaking. I'd like to know more about - P2P implementation in Godot Cost for maintaining a matchmaking server Security concerns while running an online multiplayer game on Godot
Description ¶. A PacketPeer implementation that should be passed to SceneTree.network_peer after being initialized as either a client or server. Events can then be handled by connecting to SceneTree signals. ENet's purpose is to provide a relatively thin, simple and robust network communication layer on top of UDP (User Datagram Protocol).