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Godot Multiplayer Lag Compensation with Netfox

This is a continuation of the Brackeys-based multiplayer game where we add support for lag compensation using Netfox. Netfox uses Client-side Prediction and Server reconciliation as a means to provide responsive client movement while maintaining server authority over the player.

So you no longer have to wait for that "round trip" from hitting a key and waiting for it to come back from the server before moving the player.

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[Project to follow along]
⭐️ https://github.com/BatteryAcid/godot-steam-multiplayer-peer-extension

[Finished Project with Netfox]
👉 https://github.com/BatteryAcid/godot-lag-compensation-netfox-1

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[Netfox]

🙏 Thank you ElementBound!! I greatly appreciate all the support during the making of this video!
Follow them here: https://x.com/elementbound

Also shoutout to Foxssake, the owning group behind Netfox!
https://github.com/foxssake

Docs: https://foxssake.github.io/netfox/
Netfox Discord: https://discord.gg/yEFAZKhB
Discussion: https://github.com/foxssake/netfox/discussions

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[Lag Compensation Resources]
- https://www.gabrielgambetta.com/client-side-prediction-server-reconciliation.html
- https://youtu.be/w2p0ugw3afs?si=s9QUQbJ7z0w3YvwV
- https://youtu.be/TwVT3Qx9xEM?si=lN3-oxS7kDGyVL5H
- https://www.gdcvault.com/play/1022195/Physics-for-Game-Programmers-Networking
- https://youtu.be/itrGCVt3rOs?si=07LWBQLxb3TV0sJC
- https://gafferongames.com/post/fix_your_timestep/
- https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization

[Snopek, Rollback and Prediction]
- https://youtu.be/zvqQPbT8rAE?si=ArxZMf4Lwbgv0gAI
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[Support the channel]
👉 https://www.patreon.com/BatteryAcidDev

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[Discord] https://discord.gg/4eEwTDjXzk
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[Threads] https://www.threads.net/@batteryaciddev

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00:00:00 WHY DO WE NEED LAG COMPENSATION?
00:02:18 CLIENT-SIDE PREDICTION AND SERVER RECONCILIATION
00:03:17 WHEN TO USE IT?
00:05:08 FOLLOW ALONG PROJECT
00:05:36 NETFOX SETUP
00:06:58 GATHER PLAYER INPUT
00:11:18 SETUP ROLLBACK SYNCHRONIZER
00:21:24 SMOOTH MOTION WITH TICK INTERPOLATOR
00:23:50 FIX RESPAWN LOGIC
00:28:58 SYNCH SLIME WITH STATE SYNCHRONIZER
00:33:17 PLATFORM ISSUES
00:35:13 DEDICATED SERVER TEST IN CLOUD
00:38:03 LIMITATIONS AND CAVEATS
00:41:34 WHY NETFOX
#lagcompensation #clientsidepredictionserverreconciliation #netfox
#steam #steamgame #steammultiplayerpeer #extension #p2p #steammultiplayer #steammultiplayerpeer #godotsteam #steamp2p #2dgame #respawn #pvp #health #animations #gamedevelopment #2dmultiplayer #godotstartertemplate #godot #godottips #gametech #gamedev #indiedev #multiplayer #network #godotengine #brackeys

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