The golden rules of UV unwrappingMarch 4, 2024 Tutorials UV Texturing 3D-ModelingAs already announced in the last article, I am expanding the spectrum of this blog to include topics from (3D) game art. This article on “best practices” for UV unwrapping is the first. This is not intended to be a complete tutorial on UV unwrapping, but assumes that you already have basic experience with it and have mastered your 3D modeling software to the extent that you can implement the tips.
Godot emotes are licensed under CC-BY-4.0 by Yuri SizovAbout the past, present and future of this siteFebruary 24, 2024 MiscSome of you may have noticed, but no new article has been published since August 13, a good six months ago. Since a certain standstill was foreseeable in retrospect, I could actually have written this post at the end of August / beginning of September, but what should I say, I just didn’t make it 🤷.
Latency correlates to Server FPSAugust 13, 2023 Misc Godot Engine NetworkingI had already shown in the Tutorial to the World-Server-Login that one can query the so-called packet round trip time (RTT) with an active ENet connection over get_statistic(ENetPacketPeer.PEER_ROUND_TRIP_TIME).
Godot Engine Logo is licensed under CC-BY-4.0 internationalSynchronizing materials with the MultiplayerSynchronizerAugust 5, 2023 Tutorials Godot Engine NetworkingA few days ago there was a discussion in the official Godot Discord server about how to manage to synchronize materials over the network. To understand the problem a bit better, I should perhaps first explain that you cannot transfer every datatype via RPC or MultiplayerSynchronizer over the network, but only scalar datatypes.
Godot Engine Logo is licensed under CC-BY-4.0 internationalInterest Management with MultiplayerSynchronizerJuly 15, 2023 Tutorials Godot Engine NetworkingAfter we were able to gather first experiences with the MultiplayerSynchronizer in the article about Scene Replication, we want to continue to make our experiences with it in this article. In addition to the synchronization interval, the MultiplayerSynchronizer has other configuration options that can be used to do interesting things.
Godot emotes are licensed under CC-BY-4.0 by Yuri SizovDTLS security changes with Godot 4.1July 12, 2023 News Godot Engine NetworkingThere is still one open question from the 6th network tutorial. I had written then about the supported DTLS version: “I couldn’t find out yet which version is used by Godot, but as soon as I know, I will tell you.” And now is the time to share this information with you.
Generated with Stable Diffusion 2.1Scene Replication with Godot 4(.1)July 11, 2023 Tutorials Godot Engine NetworkingFor this article I would like to apologize in advance that the positions of text and images are not always quite coherent. Unfortunately I couldn’t think of a better positioning, but I hope you can cope with it. After the tutorial series, which offers a good basic framework, today’s tutorial is about a topic that you can really see. The example shown here is based on a blog post by Fabio Alessandrelli, one of the main developers for the Godot network functionality. And since I don’t want to just copy everything, here’s how you can also use the techniques shown there when using path-dependent multiplayer APIs.
Godot emotes are licensed under CC-BY-4.0 by Yuri SizovA small interim reportMay 9, 2023 MiscMy last article is unfortunately already over four weeks ago. Actually, two new articles should have been published again, but what can I say? 🤔 I just didn’t manage to write more articles in the last weeks 🤷. In general I haven’t been very busy with the Godot Engine in the last weeks, but I hope that it will be more now.
Generated with Stable Diffusion 2.1Networking tutorial 6: Encrypted connections using DTLSApril 9, 2023 Tutorials Networking-Tutorial Godot Engine Networking SecurityIn the last article we completed the login process. However, before using it in real life, we should first secure our network connections. The least one should do and, if I understand the GDPR correctly, must do, is to transmit user passwords only using encrypted channels on the Internet. Ideally, one extends encrypted communication to the entire infrastructure. So that’s what this article is going to be about: We encrypt the network connections between our servers and clients.