godot-genre-battle-royale
Genre: Battle Royale
Expert blueprint for Battle Royale games with zone mechanics, large-scale networking, and survival gameplay.
NEVER Do (Expert Anti-Patterns)
Networking & Scale
- NEVER sync all 100 players every frame; strictly use a Relevancy System to sync high-freq data only for players within ~100m. Far players sync at ~5Hz.
- NEVER use
TRANSFER_MODE_RELIABLEfor movement data; strictly use Unreliable to prevent packet backup and network congestion. - NEVER focus on client-side hit detection; strictly use Authoritative Server Validation where the server confirms "Did it hit?" based on state history.
- NEVER trust the client for game state; strictly validate all movement, looting, and inventory changes exclusively on the authoritative server.
- NEVER run a dedicated server with visuals; strictly use Headless Mode (
--headless) or dummy drivers to save massive CPU/GPU resources. - NEVER call RPCs before connection; strictly wait for the
connected_to_serversignal before attempting synchronization logic.
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