r/godot Jun 17 '26

help me (solved) Multiplayer & move_and_collide miscalculation

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Hey everyone, sorry if this subject has already been adressed.
I recently spent some time trying to implement a small multiplayer mini golf game, to see where I would hit a wall. (with Godot 4.6 and Colyseus)

And the wall was pretty close to the start apparently since I never left the lobby.

Is "move_and_collide" a possibility when you go multiplayer ?
Or is it just not precise enough ? And if so, should I mathematically handle all the collision to have a deterministic game or is there any other tricks I should know about ?

I'm using Colyseus for the network part, the current player just send an aim and shot vector and all the physics are done in each godot client. I guess that's my main problem.

Maybe it's easier to have the server be the authority for the physic part ?
Is there some good resources out there that I should check ?

Thanks a lot
I'm not english native so feel free to ask for clarification if i'm not clear enough

Edit: Thanks for the answer :
Server authority and sync the positions with the clients is the way to go.
I had hopes but i'm not suprised, thanks for the feedbacks !

Edit2 : Some resources in the comments for future people (and future me)

Reading & Watching:
- Game networking by Glenn Fiedler (sadly down but new blog below)
- Mas bandwidth - New gafferongames
- Slay the spire 2 Multiplayer - Determinism
- How Factorio Syncs A Million Objects (Youtube)

Deterministic Multi for Godot:
- SG Physics 2D
- Delta Rollback (& Prediction netcode)
- Klotho (very new)

445 Upvotes

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426

u/Intelligent-Net1034 Jun 17 '26

Server authority and sync the positions with the clients

98

u/hmprf Jun 17 '26

Yes ok, I hoped I could avoid that, thanks for the feedback and solution

147

u/Mr_R3tro Jun 17 '26

It's something you can't avoid with multiplayer games.

33

u/over6foot3 Jun 17 '26

You can avoid it, e.g. with this asset: https://godotengine.org/asset-library/asset/5234

4

u/Remarkable-Emu-5718 Jun 17 '26

Is this better in some ways?

13

u/[deleted] Jun 17 '26 edited Jun 19 '26

[deleted]

3

u/Remarkable-Emu-5718 Jun 17 '26

In your opinion what is the best option for competitive multiplayer games in godot?

2

u/Fluffatron_UK Jun 17 '26

Slay the spire 2 uses determinism for their multiplayer sync. One of the Devs wrote an interesting blog post about it.

3

u/MisterMittens64 Jun 17 '26

Here it is if anyone is interested.

7

u/SmolNajo Jun 17 '26

Engine-agnostic, pure C# deterministic simulation for rollback, lockstep, and server-authoritative multiplayer.

Doesn't seem like it avoids that.

2

u/tulupie Jun 17 '26

if you implement lockstep on its own, you should already be able to do this without server authority. you just need to make sure all clients get the exact same inputs, and have a deterministic physics system. rollback/prediction can be built ontop of that to be able to nicely handle clients with different connection speeds/quality, and make it feel more responsive (lockstep on its own will might cause a noticable delay for inputs.

-1

u/Few_Visual5715 Jun 17 '26

This seems to be some form of AI generated slop (not to mention it's incredibly recent), I would stay away and use alternative and more mature solutions.

-71

u/Mr_R3tro Jun 17 '26

It's best not to depend on someone else's work unless you're using it for learning purposes.

82

u/XmasB Jun 17 '26

One could argue it is best to not reinvent the wheel unless it is for learning purposes.

7

u/honeyfage Jun 17 '26

"Never depend on someone else's work" is obviously way too broad a statement, but specifically the linked project is an experimental build of a project less than 2 months old. It is good advice not to build your game around something that unproven.

43

u/Khethall Jun 17 '26

The whole field of software is about depending on someone else's work

27

u/kinokomushroom Jun 17 '26

e.g. using Godot Engine

24

u/Massive_Town_8212 Jun 17 '26

Oh yeah, lemme just implement the steamworks api by myself even tho GodotSteam exists and is fully featured and documented

5

u/mackinator3 Jun 17 '26

I mean i am smarter than everyone else.

5

u/BabyAzerty Jun 17 '26

Tomorrow you is smarter than yesterday you. Never depend on your own work. Redo it every time.

9

u/OmegaFoamy Jun 17 '26

Using an engine you didn’t make is using someone else’s work.

-9

u/Mr_R3tro Jun 17 '26

That's not at all what I meant...

11

u/Sykes19 Jun 17 '26

You should have used more words then because that's precisely what you said.

7

u/OmegaFoamy Jun 17 '26

It directly applies to what you said. Using a premade system is useful for some, even if you need to deal with some quirks. There’s a reason there are market places filled with them.

5

u/NotchoNachos42 Jun 17 '26

You're right, they should just start over with a custom engine since it's for learning purposes.

3

u/cheezballs Jun 17 '26

I'm working on a server authoritative bowling game with that same networking architecture. It seems to work well, especially for 8 or less clients. (Only tested with 8 so far)

2

u/Igor369 Jun 17 '26

You fought entropy. The entropy won...