This tutorial is part of the Rollback Netcode in Godot course. See the previous part if you haven't already!
This is the 3rd part in a tutorial series teaching how to implement rollback netcode in your game in Godot, using the Godot Rollback Netcode addon:
https://gitlab.com/snopek-games/godot-rollback-netcode/
In this part, we create a custom MessageSerializer, to facilitate quickly and reliably sending input data. We cover a lot of background information, such as the "sliding window" technique and the Maximum Transmission Unit (MTU).
Here's the Git repo with the tutorial code (see the 'part-3' branch):
https://gitlab.com/snopek-games/godot-rollback-tutorial
Ready for more? See the next part in this course!
Level:
Intermediate
Game / Project:
All the tutorials in this course
- Rollback netcode in Godot (part 1): What is rollback and prediction?
- Rollback netcode in Godot (part 2): Getting Started with the Godot Rollback Netcode addon!
- Rollback netcode in Godot (part 3): Making a custom MessageSerializer
- Rollback netcode in Godot (part 4): Spawning scenes and NetworkTimer
- Rollback netcode in Godot (part 5): State, hashing and mismatches
- Rollback netcode in Godot (part 6): Playing offline!
- Rollback netcode in Godot (part 7): Input Delay and Interpolation
- Rollback netcode in Godot (part 8): Animation Players
- Rollback netcode in Godot (part 9): Sound Effects
- Rollback netcode in Godot (part 10): Random Numbers
- Rollback netcode in Godot (part 11): Advanced Input Prediction
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