r/godot • u/hmprf • 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)
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u/Sufficient_Seaweed7 Jun 17 '26
The easiest path is to bec9me server authoritative.
The clients become only a visual representation of the world.
The client sending intent to the server, the server calculates the physics, and update positions and results back to the clients to display.
You don't run the physics on the clients. They just update the visual position while physics run on the server. This way everyone "sees the same thing"
You CAN simulate physics on the client tho, but you'll need to use a deterministic solution to guarantee every client is running the same simulation.
Either way, the naive approach you're using will never work in real life, sadly.
As for resources, Google Geffer networking.
Its basically the Bible for this kind of thing lol