<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Colyseus Client for Godot Engine?]]></title><description><![CDATA[<p>colyseus of implementation engine godot any</p>
]]></description><link>http://discuss.colyseus.io/topic/74/colyseus-client-for-godot-engine</link><generator>RSS for Node</generator><lastBuildDate>Fri, 10 Apr 2026 17:13:16 GMT</lastBuildDate><atom:link href="http://discuss.colyseus.io/topic/74.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 04 May 2018 09:20:24 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Colyseus Client for Godot Engine? on Invalid Date]]></title><description><![CDATA[<p>colyseus of implementation engine godot any</p>
]]></description><link>http://discuss.colyseus.io/post/233</link><guid isPermaLink="true">http://discuss.colyseus.io/post/233</guid><dc:creator><![CDATA[Ashtonkase Cybrat Joe]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Colyseus Client for Godot Engine? on Invalid Date]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/70">@ashtonkase-cybrat-joe</a> There's no client available yet for Godot. Probably in the future it will.</p>
<p>Need to learn some lessons from the C# client and improve the API on strictly typed languages. It's pretty annoying to cast data types all the time on C# now.</p>
]]></description><link>http://discuss.colyseus.io/post/234</link><guid isPermaLink="true">http://discuss.colyseus.io/post/234</guid><dc:creator><![CDATA[endel]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Colyseus Client for Godot Engine? on Invalid Date]]></title><description><![CDATA[<p>Thank you for the quick response,apologies for the flipped question.For some reason ios browser flipped it.</p>
<p>I think the best way to avoid such casts on godot is to implement it using GDScript (godot scripting language similar to python).<br />
I will leave the thread open just in case anyone implements it in the future, but i will attempt to do this as websockets are now available on the godot engine out of the box(development version 3.1-dev).</p>
]]></description><link>http://discuss.colyseus.io/post/245</link><guid isPermaLink="true">http://discuss.colyseus.io/post/245</guid><dc:creator><![CDATA[Ashtonkase Cybrat Joe]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Colyseus Client for Godot Engine? on Invalid Date]]></title><description><![CDATA[<p>That's great to hear! Didn't know they're having built-in support for WebSockets now!</p>
]]></description><link>http://discuss.colyseus.io/post/247</link><guid isPermaLink="true">http://discuss.colyseus.io/post/247</guid><dc:creator><![CDATA[endel]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>