Replying to Avatar populus mental

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqqh097tfm3kv0nwffd9ggptn255d3fuqdcy3wauw5p4gz5z45s92qysh6f2 godot engine has websocket (and webrtc and TLS/SSL) support built in if you want to use them and lots of (painful to understand) different methods to use its multiplayer architecture(s), from RPCs to automatic multiplayer synchronizers to low-level-packet-forming+sending+receiving to god knows what i havent even learnt yet about the multiplayer framework of godot + a plethora of working custom community addons/plugins that are just "drag-and-drop" into the project. By default, it has both high-level, low-level, and even inbetween mid-level APIs.

and a fully functional 2d and (or) 3d

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqpeslg506gkd7ceukye8jqjuhsju3k4quncw494s9l2jnn2h3h4lszfstce I think I am gonna keep on the path I'm on and try to get over this hump

Reply to this note

Please Login to reply.

Discussion

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqqh097tfm3kv0nwffd9ggptn255d3fuqdcy3wauw5p4gz5z45s92qysh6f2 considering it took me over 2 weeks worth of full days to understand anything related to mid and high-level godot multiplayer APIs, + the time after understand to actually write still-not-working-garbage, the time investment might be equal for getting delay prediction working well just by yourself, or less considering you are a smarter learning man than me in this topic