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https://github.com/nongvantinh/litenetlibsystemexampleprojects

This project is meant to provide a working version of using `LiteNetLibSystem` with Godot Engine.
https://github.com/nongvantinh/litenetlibsystemexampleprojects

game game-development godot godot-engine godot4 godotengine litenetlib networking

Last synced: 15 days ago
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This project is meant to provide a working version of using `LiteNetLibSystem` with Godot Engine.

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README

        

This project is meant to provide a working version of using `LiteNetLibSystem` with Godot Engine.

The client prediction still doesn't work well due to Godot's `MoveAndSlide` method not accepting the parameter `delta`. There's an ongoing discussion about bringing this option back in the engine [here](https://github.com/godotengine/godot/pull/84665), but the timeline is uncertain.

Godot 4.2 currently doesn't support simulating physics multiple times at once either. It's unclear when this option will be introduced, but there is a proposal for it: [Add ability to simulate physics manually/multiple times at once](https://github.com/godotengine/godot-proposals/issues/2821).

## Prerequisites
- [Godot 4.2.stable.mono](https://github.com/godotengine/godot/releases/tag/4.2-stable)
- [.NET SDK 8](https://dotnet.microsoft.com/en-us/download/dotnet/8.0)

## Project Usage

1. Open one of the provided projects.
2. Build the project.
3. Open the `game_manager` scene. In the Inspector panel, `uncheck` the `IsServer` field.
4. Export the project.
5. Go back to the editor, `check` the `IsServer` field, and run the server in the editor.
6. Go to the exported folder and run the exported game.

You can use the virtual joystick to move the character, press `ESC` to release the mouse capture, and use mouse movement to apply rotation.

## Project Structures

### LiteNetLibSystemExample
The first folder, `LiteNetLibSystemExample`, provides the basic version of the game. It contains pure character movement and rotation, nothing more. This way, you can gain an idea of how to use `LiteNetLibSystem` with Godot.