I'm using ENet for my RTS project and found that Steam's networking code offers many of the same features offered by ENet (including the reliable, in-order delivery of packets, which is invaluable for an RTS Game). I was able to abstract things out so that my game uses ENet on LAN games and Steam networking for online games, and the rest of the game code is none the wiser.
While I think gdscript is largely a mistake and I look forward to feature parity in the C# interface, I'm still very excited to see all the projects coming out of Godot developers today.
Maybe I’m missing something, but wouldn’t you either want the input to drop or the rewind to not happen at some point? If my network is extremely laggy when I’m playing a multiplayer game I would expect that my attempt to hit an opponent wouldn’t still succeed 1+ seconds later when they have already moved and are no longer in a position to be hit.
sosodev•5h ago
The core of Godot's netcode is way too minimal. It gives you a way to synchronize state and make RPC. That's it.
As the author mentions adding in the higher level functionality like prediction, rollback, etc is extremely complicated so it's nice that netfox takes care of a lot of that complexity.