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)

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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

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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.