• Tutorials
  • Ultimate Multiplayer | Dedicated Server | Tutorial Series

Thank you Stefan! I found all of your tutorials to be the best source for practical, in-depth and real game building with Godot. Combine with the fundamentals and theory tutorials of the channel Godot Tutorials, it is the best way for me to understand the platform. Please keep up with the good work.

@gargara said: Thank you Stefan! I found all of your tutorials to be the best source for practical, in-depth and real game building with Godot. Combine with the fundamentals and theory tutorials of the channel Godot Tutorials, it is the best way for me to understand the platform. Please keep up with the good work.

Thank you Gargara! Messages like these always make me start my day with a smile on my face :) Hope you will find future content equally useful :)

9 days later

I've added two more videos to the video list above. Already working on the next video for DTLS/SSL certificate encrypted communication for our players to login securely.

a month later

Videos for DTLS, Account Creation, and Hashing & Salting have been added

a month later

Synchronizing the clocks of all clients to the server clock

Videos for - Spawning players - syncing players - Interpolation - Extrapolation - Clock Synchronization

have all been added to the list

2 months later

Spawning server-side enemies that are governed by the server

Syncing the animations across clients for both idle/walk/shoot

Creating server maps to remove hit detection from the client (this way the player can't fool the server anymore about what it hits)

And the implementation of that server-side hit detection

5 months later

I also want to say a token of appreciation for the all these tutorials you have done to help us, really thanks they are very useful and not only helping Godot users but any users in general wanting to understand the topology, concept and way of building reliable online multiplayer games.

Thanks is not enough Stefan :) Bit hats off to you.

@supermonster said:

Thanks is not enough Stefan :) Bit hats off to you.

My pleasure, it has been a lot of fun working on that series :)

7 days later

Great tutorial-series. But I had one large issue: When using the ms of the OS as a timestamp on the network messages I had my chracters jumping around for no reason even when they where not moved at all and the position did not change at all.

I could solve this by using a "handcounted" framenumber as a timestamp. I do not understand why it is like that but this is 100% reproducable for me.

Maybe this helps somebody else.

7 days later

@Stefan_GameDev I haven't watched the videos yet, just scrolled through to see what you cover, but it looks amazing! It looks like it covers everything! My current projects don't need this much complexity in networking (only planning on getting pve co-op in my current project) but if I go bigger I no where to go! It's great to see someone go so in depth, a lot of people stick with beginner tutorials. thanks, and keep on game deving!

2 months later

The final part with some tips and hints.

There is many more parts I would love to make. Load balancing Chat Server hand-offs SQL and noSQL integration

These topics will have to wait when I re-do this series in Godot 4.0.