Hello everyone. I’m a pure hobby game dev, but a software developer by profession (mostly Go, Rust, Python, Java). I’ve already done some small projects (mostly 2D platformers) with Godot, and now I’d like to explore some different areas. I have this maybe weird project in mind - a city-building simulator as a mobile app/game with asynchronous simulated PvP/PvE battles. No fancy graphics or animations, since I’m terrible at that, but with lots of different views, dashboards, and so on.
I’m more curious and interested in the backend API work and networking. Are there any tutorials or other resources on these topics you would recommend? I’d like to learn what the best practices are in this “genre.”
One option I strongly suggest is Nakama. It has full support for common game server features (accounts, matchmaking, leaderboards, storage, etc.), and you can write custom logic with their Go runtime. On the client side, they also provide a Godot client SDK, which makes integration quite straightforward.
Resources are a bit thinner for Godot compared to Unity/Unreal, but this video is a decent starting
That framework looks pretty solid. To be honest though, if I were building a 3D online game, I’d probably go with Unreal +AWS. It’s a pretty standard solution in the industry—even if it can feel a bit heavy at times.
Perhaps. It depends on one’s goal. People sometimes have reasons for using Godot that draw them to the engine. And so often the questions here aren’t about “which engine to use” so much as they are “how do I use Godot to”… I do agree with you though that multiplayer still needs to be improved for Godot to compete in the AAA multiplayer arena.