Testing a Robust Netcode with Godot

The biggest challenge I faced in developing Little Brats! was the online multiplayer part: synchronizing computers with sometimes consequent latency while maintaining the “fast-paced action game” aspect was far from simple. I'll tell you all about it! Lag compensation, prediction/reconciliation, etc. I'm not going to do a detailed tutorial on these points, as there are tons of them already, but to…