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Description
This sample looks nice, but it looks very different of normal Godot project. Let me try to explain.
Some developer started creating some game. He moved step by step, using bunches of tutorials for Godot.
He added ships with collision and physics, added shooting.
Then he tried to add multiplayer, using Godot replication API like here described: https://godotengine.org/article/multiplayer-in-godot-4-0-scene-replication/
And then he found that ships doesn't move properly in multiplayer with higher network latency. He did some investigation and clarified that he need make network predictions (based on latency) and rollbacks on desync.
And for now Godot doesn't suggest any comfortable solution for this. There is no even physics saving and restoring and other problems.
One solution is to use Backdash similar to this sample. But it means to take very big part of existing code and throw to the trash bucket.
That's the reason why it is very uncomfortable to use it in Godot.
But if someone will create new game from scratch, based on Backdash, it would be better not to use Godot, because many Godot features will not be applicable.
P. S.: Backdash and this Sample is awesome. Really good code quality. You are probably true expert in this field of software development.