Godot 4 Fast-Paced (Authoritative Server) Game + Network Framework for FPS and TPS Games with working Example and Documentation
Network features
- Client-side prediction of player entities
- Client-side interpolation of remote entities
- Backwards reconciliation and replay
- Real-time adjustment of client simulation speed to optimize server's input buffer (Overwatch's method).
- Server-side lag compensation
- Master server in godot (without 3d)
- Master and multi clients in one project (split screen)
- Optimized netcode (Quake, Overwatch, Valve methods)
- Remote de(activation) of player components
- Ready to use godot nodes (ex. ServerPlayer, ServerWorld, ServerLogic..)
- Server variable sharing between server and client (ServerVars)
- RCON Implementation for Server Management
Physics
- Full implemented TPS and FPS Movement (Quake style)
- Crouching
- Customizeable movement
Helpers
Component system (for extending characters and game world)
Registration services (Full threaded services like Networking)
Async world loader
and many more helpfull tools
By: sj