🌐Networking

Multiplayer Networking Basics with Godot

JR

Jordan Reeves

Networking engineer turned game dev. Built multiplayer prototypes for three game jams and counting.

Course price

$7

One-time purchase

What You'll Learn

Multiplayer is one of the most requested features in indie games, but the learning curve is brutal. This micro-course cuts through the noise and gets you from zero to a working networked game prototype in 15 minutes. We use Godot's built-in ENet multiplayer peer and the high-level RPC system so you can focus on gameplay logic rather than low-level socket management.

You'll set up a lobby system where players can host or join games, synchronize player positions using @rpc annotations, and handle authoritative state for things like health and scoring. We cover the critical distinction between reliable and unreliable RPCs, when to use each, and how to avoid the most common pitfalls like desync bugs and input delay.

By the end, you'll understand Godot's multiplayer architecture well enough to extend it — adding interpolation, server reconciliation, or swapping ENet for WebSocket transport for browser builds. The patterns here apply whether you're building a co-op dungeon crawler or a competitive arena game.