Performance
Posts about performance from the two of us making Mytheria, with real clips from the game.
Multiplayer and co-op · 8 October 2026How to hide lag in an online co-op gameHow Mytheria hides lag in online co-op: a buffer that follows the connection, inputs sent twice, hits judged by what you saw, and tests on fake bad Wi-Fi.
Game programming · 7 October 2026Godot performance: how we found a stutter with a frame traceHow we found a stutter in our Godot game: record the time between frames, find what ran in the slow ones, fix that one thing, and measure again.
Game UI design · 4 October 2026Minimap design: show only what helps the playerHow we designed Mytheria's minimap: a calm round window, icons that keep their size, arrows on the rim, and six zoom steps. Real footage from the game.
Multiplayer and co-op · 3 October 2026How co-op multiplayer works in Godot: host, prediction and lagHow Mytheria's online co-op works in Godot: one host owns the world, guests send inputs and predict their own moves. Try the lag demo, see real numbers.