Testing Robust Netcode in Godot: A Tale of Latency and Packet Loss

2025-06-19
Testing Robust Netcode in Godot: A Tale of Latency and Packet Loss

Developing the online multiplayer aspect of Little Brats! presented a significant challenge: synchronizing computers with varying latency while maintaining fast-paced gameplay. This post details the author's journey, focusing on lag compensation, prediction/reconciliation techniques, and robust testing methodologies. Using Godot's ENetMultiplayerPeer class and the Linux `tc` command for simulated network conditions (latency and packet loss), the author compares the performance of reliable and unreliable network modes, providing insightful graphs and conclusions. The process highlights the complexities of building a stable online game and offers practical advice for developers.