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SpaceWar² 0

by gotoAndPlay() | MIT

This demo project leverages SmartFoxServer's MMO API and server-side Extensions to implement an authoritative server running a space combat multiplayer game

This demo project is a tribute to the homonymous (except for the ²) game developed in the 60s, one of the earliest computer games in history! The purpose of this project is to showcase the capabilities of SmartFoxServer's MMO API in a realtime game

Multi Launcher 0

by Husam Alani | MIT

Launch multiple resizable test instances of your Main Scene directly in editor sub-windows. Supports per-instance custom IP assignment for networking and one-click cleanup—no @tool scripts required on your game code

Multi Launcher is a lightweight editor dock plugin for Godot 4 designed to make local multiplayer and multi-client testing fast, simple, and reliable. It automatically loads your project's configured Main Scene and spawns multiple standalone, fully

Sweet Logger 0

by sweetpea | MIT

A Godot 4 addon that makes reading logs and debugging sane when you run multiple game instances at once

Sweet Logger Hey - that's sweet logger you got there! A drop in replacement for print() that makes reading logs from multiple debug instances on 1 machine tolerable. By default all logs appear in the same console without client context. Not when you're

LAN Detector 0

by jmscreation | MIT

Quickly and simply establish a peer to peer connection within the local broadcast domain automatically

This plugin quickly and simply establishes a peer to peer connection within the local broadcast domain automatically. When both the server and client are both running within the same local broadcast domain, the server should automatically be found by the

Godot Couch Party 0

by domogo | MIT

Reusable Godot 4 local multiplayer party, isolated input, and lobby addon

Godot Couch Party is a small, runtime-only Godot 4 addon for building local multiplayer games with up to six human and bot participants. It handles the infrastructure that couch games repeatedly need while leaving combat, scoring, spawning, and bot

Freelay 0

by FreehuntX | MIT

Freelay adds serverless multiplayer to Godot 4 using plain MQTT brokers. It provides public channels with cryptographically signed messages, end-to-end encrypted private peer sessions, and an optional upgrade to direct WebRTC connections—all without

Godot Freelay Serverless multiplayer for Godot 4 on top of plain MQTT brokers, implementing the Freelay protocol (see freelay-spec.md ): signed public channels, end-to-end encrypted private sessions, presence with tamper resistance, and an optional WebRTC

MQTT Node 0

by FreehuntX | MIT

This is a simple implementation of MQTT 3. It adds a node that can be used entirely without code and just visually! Just WS/WSS brokers are supported for cross-compatibility reasons (browser support). There are no plans/needs to add TCP/UDP

MQTT Node Overview A robust MQTT 3.1.1 client for Godot 4, written in pure GDScript and using WebSocket transport only ( ws / wss ). There are no plans to support raw TCP/UDP — WebSocket keeps it web-export friendly. The addon exposes an MqttNode node

Spatial Audio 0

by gotoAndPlay() | MIT

This demo project shows how to turn live voice streams provided by the SmartFoxServer 3 audio API into positional (3D) audio sources in a Godot scene

In this demo users can move their avatars in a simple 3D space using arrow keys, while their position and rotation are broadcast to the other clients through User Variables. Everyone's microphone is captured and streamed automatically on entering the

Buddy Voice Chat 0

by gotoAndPlay() | MIT

This demo project shows how to use SmartFoxServer audio API to add real‑time voice communication to a Godot application

Built on top of the SmartFoxServer 3 Buddy List system, this demo lets users manage a contact list and place one‑to‑one voice calls to online buddies, complete with call invitations, text chat, and mute controls. It demonstrates the full audio workflow

Shooter 0

by gotoAndPlay() | MIT

This demo project shows how to develop a full multiplayer realtime combat game with Godot and SmartFoxServer

This demo project shows how to develop a full multiplayer first/third person combat game with Godot and SmartFoxServer 3. The game utilizes SmartFoxServer 3's ability to mix TCP and UDP -based messaging. All critical game informations (shooting, animation

Tic-Tac-Toe 0

by gotoAndPlay() | MIT

This demo project shows how to develop a full multiplayer turn-based game with Godot and SmartFoxServer

This demo project shows how to develop a full multiplayer turn-based game with Godot and SmartFoxServer 3 by implementing the well-known paper-and-pencil game for two players. Nonetheless it also supports spectators, who can participate in the game and

Lobby Matchmaking 0

by gotoAndPlay() | MIT

This demo project, third in a series of three, shows how to use SmartFoxServer's match-making system to join players in games based on their skill level, and how to implement invitations to play

This demo project is the third one in a series of three in which you will learn how to lay the foundations for a lobby application to be used as a template in multiplayer game development. A lobby is a staging area which players access before joining the

Lobby Buddies 0

by gotoAndPlay() | MIT

This demo project, second in a series of three, leverages SmartFoxServer's Buddy List system to add more features to a lobby application: friends list, private chat, user profile and more

This demo project is the second one in a series of three in which you will learn how to lay the foundations for a lobby application to be used as a template in multiplayer game development. A lobby is a staging area which players access before joining the

Lobby Basics 0

by gotoAndPlay() | MIT

This demo project, first in a series of three, implements the basic structure of a lobby in a multiplayer game, showing how to launch and join games in SmartFoxServer, and also add an in-game chat

This demo project is the first one in a series of three in which you will learn how to lay the foundations for a lobby application to be used as a template in multiplayer game development. A lobby is a staging area which players access before joining the

Gamend SDK 0

by Apps In A Cup | MIT

Godot client for the Gamend Server (open source game server with authentication, user management, lobbies, server scripting, and admin portal)

Gamend Open source Elixir game server with authentication, users, lobbies, groups, parties, friends, chat, notifications, achievements, leaderboards, payments, server scripting and an admin portal with HTTP, WebSocket, and WebRTC support and SDK for JS

Connector 0

by gotoAndPlay() | MIT

This demo project shows how to connect to SmartFoxServer 3 and complete the login process

This demo project shows how to setup and use the SmartFox client API object in order to establish a connection to SmartFoxServer and execute the login process. It also features the logic needed to activate SmartFoxServer's protocol cryptography. For more

Dynamic Split Screen Demo 0

by Godot Foundation | MIT

This sample project showcases an implementation of dynamic split screen, also called Voronoi split screen

This sample project showcases an implementation of dynamic split screen, also called Voronoi split screen. Language: Godot shader language and GDScript Renderer: Compatibility Details A dynamic split screen system displays a single screen when the two

xpTURN.Klotho 0

by xpTURN | Apache 2.0

Deterministic Unity & Godot framework for rollback, lockstep & server-authoritative multiplayer. Engine-agnostic pure C# core, FP64 fixed-point math, ECS, physics, navigation, and replays — frame-perfect, cross-platform reproducible

xpTURN.Klotho (Godot) Deterministic Multiplayer Simulation Framework for Godot (.NET) A deterministic-simulation framework supporting Client-Side Prediction (CSP), Rollback, Frame Synchronization, Server-Driven mode, and Replay. The simulation core is

netfox.extras 1

by Fox's Sake Studio | MIT

High-level, game-specific extras for netfox

High-level, game-specific extras for netfox! Features 🔫 Networked weapons ⌨️ Rollback-aware base class for input Make sure to check the rest of the addons

netfox.noray 1

by Fox's Sake Studio | MIT

Bullet-proof connectivity over the internet, using NAT punchthrough or relaying - no more port forwarding or messing with routers

Bulletproof your connectivity with netfox's noray integration! Features 🤝 Establish connectivity using NAT punchthrough Uses noray for orchestration Implements a full UDP handshake 🛜 Use noray as a relay Useful in cases where NAT punchthrough fails If you

Photon Fusion - Multiplayer SDK 0

by Photon | Photon License

Photon Fusion is a state-replication multiplayer SDK for Godot that supports Shared-Authority, Client-Host, and Dedicated Server topologies. Fusion combines full-consistency state transfer, forecast physics prediction, late-joining, RPCs, and interest

Photon Fusion is a state-sync multiplayer SDK that simplifies networking best practices and brings advanced features of modern AAA multiplayer games to Godot. Fusion gives teams a single SDK that can cover co-op friendslop, physics-driven games, massive

SpacetimeDB Godot SDK 1

by plaught-armor | MIT

A GDScript SDK for integrating Godot Engine with SpacetimeDB, enabling real-time data synchronization and server interaction directly from your Godot client, with full codegen support

SpacetimeDB Client SDK for Godot (GDScript) A pure-GDScript client for SpacetimeDB. Talk to a SpacetimeDB module from standard Godot 4.6+ — no .NET / Mono build required — and export to web via the Compatibility renderer. Features Typed bindings

Steam or Local Multiplayer Lobby Template 2

by Viitox | MIT

A project template for creating and joining multiplayer games using Steam or via local network

What is it? This is a project template that lets you joing multiplayer lobbies via peer-to-peer connection using Steam or IP address. Usage Steam (Make sure you have the Steam app open!) Hosting: To Host a Steam lobby simply press "Host Online", you can

Multiplayer Lobby System 1

by tngklp | MIT

A ready-to-use, server-authoritative multiplayer lobby system, built on ENet

Multiplayer Lobby System A ready-to-use, server-authoritative multiplayer lobby system, built on ENet. Drop it into any project and get lobby creation, lobby joining by code, player ready states, host transfer, kick/ban, and automatic host migration

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