Authoritative Server Client Framework (Fast-paced)

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sj
Authoritative Server Client Framework (Fast-paced)

Godot 4 Fast-Paced (Authoritative Server) Game + Network Framework for FPS and TPS Games with working Example and DocumentationNetwork features- Client-side prediction of player entities- Client-side interpolation of remote entities- Backwards reconciliation and replay- Real-time adjustment of client simulation speed to optimize server's input buffer (Overwatch's method).- Server-side lag compensation- Master server in godot (without 3d)- Master and multi clients in one project (split screen)- Optimized netcode (Quake, Overwatch, Valve methods)- Remote de(activation) of player components- Ready to use godot nodes (ex. ServerPlayer, ServerWorld, ServerLogic..)- Server variable sharing between server and client (ServerVars)- RCON Implementation for Server ManagementPhysics- Full implemented TPS and FPS Movement (Quake style)- Crouching- Customizeable movementHelpersComponent system (for extending characters and game world)Registration services (Full threaded services like Networking)Async world loaderand many more helpfull tools

Supported Engine Version
4.0
Version String
0.1
License Version
MIT
Support Level
community
Modified Date
2 years ago
Git URL
Issue URL

Hi and thank you for buying High Quality Footsteps! You now have access to more than 700 different footsteps all ready to be directly used within your game. Whether your are trying to create a snowy landscape, a creaky house or a summer beach, High Quality Footsteps aims to provide you with the best quality footsteps for reasonable prices.

All sounds have the following properties:

  • 16-bit
  • 44.1 KHz sample rate
  • .WAV format
  • Mono tracks
  • Normalized
  • Starts and end at zero volume to avoid clipping

We would also love to see the creations you make using our package! So if you have a project you wish to show us, comments to the package or suggestions on how to improve it throw us a line on our asset store page or send us an e-mail.

Mail: [email protected] Asset Store: https://www.assetstore.unity3d.com/#!/content/41261

Keep up the development! Best regards, Not Even Entertainment.

Godot 4 Fast-Paced (Authoritative Server) Game + Network Framework for FPS and TPS Games with working Example and Documentation

Network features
- Client-side prediction of player entities
- Client-side interpolation of remote entities
- Backwards reconciliation and replay
- Real-time adjustment of client simulation speed to optimize server's input buffer (Overwatch's method).
- Server-side lag compensation
- Master server in godot (without 3d)
- Master and multi clients in one project (split screen)
- Optimized netcode (Quake, Overwatch, Valve methods)
- Remote de(activation) of player components
- Ready to use godot nodes (ex. ServerPlayer, ServerWorld, ServerLogic..)
- Server variable sharing between server and client (ServerVars)
- RCON Implementation for Server Management

Physics
- Full implemented TPS and FPS Movement (Quake style)
- Crouching
- Customizeable movement

Helpers
Component system (for extending characters and game world)
Registration services (Full threaded services like Networking)
Async world loader

and many more helpfull tools

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Quick Information

0 ratings
Authoritative Server Client Framework (Fast-paced) icon image
sj
Authoritative Server Client Framework (Fast-paced)

Godot 4 Fast-Paced (Authoritative Server) Game + Network Framework for FPS and TPS Games with working Example and DocumentationNetwork features- Client-side prediction of player entities- Client-side interpolation of remote entities- Backwards reconciliation and replay- Real-time adjustment of client simulation speed to optimize server's input buffer (Overwatch's method).- Server-side lag compensation- Master server in godot (without 3d)- Master and multi clients in one project (split screen)- Optimized netcode (Quake, Overwatch, Valve methods)- Remote de(activation) of player components- Ready to use godot nodes (ex. ServerPlayer, ServerWorld, ServerLogic..)- Server variable sharing between server and client (ServerVars)- RCON Implementation for Server ManagementPhysics- Full implemented TPS and FPS Movement (Quake style)- Crouching- Customizeable movementHelpersComponent system (for extending characters and game world)Registration services (Full threaded services like Networking)Async world loaderand many more helpfull tools

Supported Engine Version
4.0
Version String
0.1
License Version
MIT
Support Level
community
Modified Date
2 years ago
Git URL
Issue URL

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