Replies: 6 comments 25 replies
-
I haven't looked into Godot multiplayer at all, so I can't really say how suitable Cogito is to convert it to it. In general, I'm fully open to make it support multiplayer! I'd be curious to see how much the current systems/setup would have to be adapted to facilitate it. That would probably influence my decision if it should be its own fork or have it as an additional module inside of Cogito. I know there was a person on YouTube who was also starting to try to implement multiplayer (user Jaxrud), I encouraged them to join the GitHub threads here. Personally I'm still gonna focus on finishing up all currently planned features, their showcases, and the documentation for it, but then I might dive into some newer Godot courses I've saved (like this one) to learn more about the engine and use this to improve Cogito further. But that's easily months away for me. 😓 |
Beta Was this translation helpful? Give feedback.
-
I'm starting to make a public COOP repo with Steam for P2P, but also supporting the basic LAN. The project is here: Godot Steam is required: https://godotsteam.com/ So far there are only some minor changes to player.gd I'm going to build on this more. Perhaps this can inform some of the choices for whether MP can be supported in base COGITO. |
Beta Was this translation helpful? Give feedback.
-
If I could override that behavior with another script which allows me to spawn different players etc on my own then that would work really well. Another option could be to have a scene that just contains the player and related items, and a script that loads levels directly into that scene. as a child. On a totally unrelated note I just had an epiphany that I might be able to extend the player as a class into a multiplayer version and then I am not destructive with changes on the player. |
Beta Was this translation helpful? Give feedback.
-
Just an update on this project. I've now fixed some of the connectivity bugs. It works testing on Steam, but you need two computers on separate steam accounts to test it. I am now syncing position, rotation, and velocity, and smoothing them. Next step is going to be to start syncing items, switches, doors, etc. |
Beta Was this translation helpful? Give feedback.
-
I've been slowly plugging away at this, just wanted to say there is still progress happening. |
Beta Was this translation helpful? Give feedback.
-
I haven't found time to work on it for a while.
Most interactable objects in the demo are synced but there is still a lot
of work that needs to be done.
I've made several issues on the branch showing what is left to do. I will
return to this project once I've got some time for hobby coding, but that
might not be for some time still.
…On Mon, Jul 15, 2024, 07:37 Prashanna135 ***@***.***> wrote:
Any update on how the project is going?
—
Reply to this email directly, view it on GitHub
<#98 (reply in thread)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/ABJVOI7LFFICW45SPO2CDXTZMPNBVAVCNFSM6AAAAABEOWH7QWVHI2DSMVQWIX3LMV43URDJONRXK43TNFXW4Q3PNVWWK3TUHMYTAMBVGIYDANQ>
.
You are receiving this because you authored the thread.Message ID:
***@***.***>
|
Beta Was this translation helpful? Give feedback.
-
I am certain Cogito is intended to be Single Player primarily, but I am curious if anyone wants to make multiplayer games with it. I personally would like to try to make something coop soon.
Phazorknight, would you be open to some commits that help facilitate multiplayer? I'm not suggesting it be supported in Cogito, but maybe breaking some functions into RPCs for easier implementation for example.
Beta Was this translation helpful? Give feedback.
All reactions