A multiplayer C# game framework for Godot 3.2.
As this is being built along side my own Godot project, I will generally add features as I need them.
There are a lot of features from other game engines that I'm used to, so I wanted to build something that made those features available in Godot.
- Automatically replicate members without calling
Rset
. - Allows the server to spawn nodes over the network to all clients.
- Command line parameter parsing that can be queried at any time
- A simple logging system with logging categories and different log levels for each category for both writing to file and stdout
- A console command prompt that allows you to add commands from single-instance classes
- A simple profiler class to determine execution time of a code block
- Bind editor-created nodes to member variables automatically with node binding
- A Game Session and Player Info system for managing networked multiplayer
- A Game Synchronizer to automatically synchronize the game when a new player joins
- Add the repo as a submodule to your Godot project's directory (for me I added it to
src\MDFramework
).
git submodule add https://github.com/DoubleDeez/MDFramework.git src/MDFramework
- Setup your
project.godot
to AutoLoad eitherMDGameInstance
or your subclass of it:
[autoload]
GameInstance="*res://src/MDFramework/MDGameInstance.cs"
-
Checkout the wiki for details on how to use MDFramework.
-
When exporting, under the resources tab, make sure to include
*.ini
to package the config files.
Checkout the Examples Repo for examples on how to use various features of MDFramework.
If you're struggling to get something working or have a question either log an issue or reach out on discord.