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Voxel tycoon multiplayer
Voxel tycoon multiplayer












voxel tycoon multiplayer
  1. #Voxel tycoon multiplayer generator
  2. #Voxel tycoon multiplayer code

That means if a client receives an edited block in the meantime, the generating block won't overwrite it. If you use asynchronous generation, note that blocks written with try_set_block_data will cancel blocks that are loading.

#Voxel tycoon multiplayer generator

If you want the client to generate the block locally, you could use the generator to make one with generate_block_async().

  • When a box of edited voxels is received from the server, you may use a VoxelTool and the paste function to replace the edited voxels.
  • When a block is received from the server, store it inside VoxelTerrain by using the try_set_block_data function.
  • Add a script handling network messages.
  • voxel tycoon multiplayer

    Voxels will only load based on what the server sends.

  • Configure VoxelTerrain with a mesher and maybe a generator, and turn off automatic_loading_enabled.
  • You can get a list of network peer IDs by calling get_viewer_network_peer_ids_in_area(origin, size). Voxels inside may have to be sent to all players close enough. This function will be called each time voxels are edited within a bounding box.
  • In your VoxelTerrain script, implement func _on_area_edited(origin, size).
  • On VoxelTerrain, enable area_edit_notification_enabled.
  • This will make the terrain load blocks around it and notify when blocks need to be sent to the peer.

    voxel tycoon multiplayer

    When a player joins, make sure a VoxelViewer is created for it, assign its network_peer_id and enable requires_data_block_notifications.The info.are_voxels_edited() boolean can tell if the block was ever edited: if it wasn't, you can avoid sending the whole data and just tell the client to generate the block locally. You can use VoxelBlockSerializer to pack voxel data into bytes. This will be a place where you may send the block to the client. This function will be called each time a new voxel block enters a remote player's area. Add a script to VoxelTerrain implementing func _on_data_block_entered(info).On VoxelTerrain, Enable block_enter_notification_enabled.Configure VoxelTerrain as normal, with a generator and maybe a stream.These properties are not necessarily specific to multiplayer, but were actually added to experiment with it, so they are grouped together.Ĭlient and server will need a different setup. VoxelTerrain has a Networking category in the inspector. The idea is for the server to be authoritative, and the client just receives information from it. There are some support functions you can use that can help putting together primitive multiplayer.

    #Voxel tycoon multiplayer code

  • Client-requesting alternative model: having the client actively request blocks with custom code instead of passively receiving them from the server.
  • Block caching and versionning: save blocks client-side so the server doesn't have to send them again next time if they didn't change.
  • voxel tycoon multiplayer

    There is however assumption that the server also runs a version of the game. There is no assumption of the networking library you use, so it could be Godot RPCs, Valve Networking Sockets or even TCP. In general, the plan is to expose APIs to implement a client/server architecture. You can have a look at Godot's documentation page about networking. It is strongly recommended you learn it beforehand. This page assumes you already have knowledge in general multiplayer programming.














    Voxel tycoon multiplayer