Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | PerduGames | |
Old Version | Published before Godot 3 was released. |
I need to integrate multiplayer with my game, I read recently:
And I liked it, I was starting to study enet to create a module, and to come across it was good, and I thought if it is already done, it is not necessary to recreate, I just create a separate module and add it to 2.1.3, since it uses Enet, I could “create” with the same names that will be in the new version, and would create a new module, which would be enet + the c ++ files for the multiplayer functions, could I do this?
Up 1:
I thought here, maybe do what I said above even if instead of creating my own module from scratch from enet (I had decided), but only if it is really simpler, what I think is the “new-high- Networking”, it uses enet, creates its functions to abstract enet, and it is implemented in the “scenetree.cpp” file, as it speaks in the godot documentation, so I took a look at the git source, A class, called “networkedmultiplayer_peer” that is in core/io/, summarizing what until now I know what needs to be done, or create these separate files in a module, or just add them inside the project and recompile the godot, that If you do not interfere in anything else, which I’m not sure yet. To compile a separate mode would do this:
0 - Create a folder for the module “net”
1 - Copy the files “networkedmultiplayerpeer” that is in core/io/ to the “net” folder
2 - I would create a new class, and would copy the functions that are in the “scenetree” file (when I say file, I am referring to the declaration and implementation, ie two files) for my new created file
3 - I would copy the enet files from the modules/enet/ folder to my “net” folder and set the include to the file “networkedmultiplayer_peer” which is now in the “net”
4 - Compile the module
5 - I would use the module and create my multiplayer game
Am I forgetting something? I’m traveling a lot? Or would that really work?