Hi everybody!
Well, i have almost no experience in creating games, but i´ve spent some time on the last years reversing them as a hobby. It´s well know that the only way to prevent hacking in multiplayer games is moving the logic to server and using clients just for input processing and rendering. So for learning purposes i want to create a simple game, just to study the network part.
But when i was reading Godot documentation, i came across with something like this:
if (get_tree().is_network_server()):
This approach dont seems to be safe for a multiplayer game, because the server logic will be present on the client.
So basically my question is:
How can i have a separated code for client and server?
To solve this i guess i can make two projects or even use another language for the server... But...
If i do it this way, how difficult will be to do sync between server and clients?
Sorry for my english! And again, i never created a game (only created simple scenes with Godot and Unity), so sorry if i´m saying shit! Thanks!
Ps.: I saw that there is a linux dedicated server, but not found any documentation on it.
Ps 2: I dont have interest to deepen in game development, my only interest is the networking part. (I dont have enough creativity for this, so its more fun just play xD)