Recently, I started designing a multiplayer game by combining two things I really like: Godot and Elixir. It has been a very fun and challenging experience, but at the moment, I find myself stuck on some concepts on the Godot side.
That’s why I thought it would be a good idea to bring one of my questions to this forum. My question is:
When creating my game server with Elixir (I’m using this repository), do the MultiplayerSpawner and MultiplayerSynchronizer functionalities work normally?
I’m a bit lost at this point. If you have any documentation, articles, or any study material to recommend, I would be very grateful.
I’ve rewritten RCON functionality with TCPServer/StreamPeerTCP to use in addition to ENetMultiplayerPeer (which MultiplayerSPawner and MultiplayerSYnchronizer work with off the bat) and out the gate can say that the repo is using a WebSocketPeer which is TCP while the Godot ENetMultiplayer API is UDP-based:
I’d really caution against trying to do any custom UDP stuff in conjunction to Godot’s native handling of its ENetMultiplayer API unless you know at an engine/C++ level what’s going on under the hood:
What I’ve been doing is have all data-plane gameplay (physics, movement, etc.) handled by ENetMultiplayer with native handling and using my own RCON interpretation in GDScript to handle all control-plane gameplay (scoreboard, stats tracking, admin commands, etc.). Not sure if this is your goal with Elixir but looks like it.