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Globe Godot Multiplayer

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Godot Multiplayer

Godot Multiplayer is an exploration of real-time multiplayer game development in Godot, focused on understanding the networking model before committing it to a full game.

The Challenge

Multiplayer adds an entire dimension of difficulty: state has to stay consistent across machines despite latency, disconnects and the absence of a single source of truth. Before building a real game on top, I needed to understand how Godot handles synchronization and where the sharp edges are.

The Approach

I built focused experiments that connect clients, share state and react to players joining and leaving, treating the project as a sandbox for learning rather than a finished product. Each experiment isolates one networking concern so the lessons stay clear and transferable.

Tech Choices

Godot and GDScript provide the game runtime, while WebSockets carry real-time messages between clients in a way that also works for browser builds via web export. That combination keeps the networking approachable and broadly deployable.

What I Learned

Prototyping multiplayer made the cost of every networked feature tangible — synchronizing state is never free, and good design hides that cost from players. Isolating one concern per experiment proved far more instructive than trying to build a complete networked game at once. Watching latency and disconnects break naive assumptions early saved me from baking those mistakes into a larger project later on.

WebSockets
Web Export

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© 1970 Joshua Folkken