// the take
A personal learning project that bolts P2P multiplayer (host/join lobbies, join codes) onto GDQuest's well-known Godot 4 TPS character controller demo, using the community EOS (Epic Online Services) addon for the networking layer. Useful mainly for a Godot developer trying to understand how Epic Online Services lobbies and P2P sessions fit into a Godot project, not as a library to depend on.
The README actually walks through the painful part of EOS integration step by step — creating an Epic org, product, client, and a Peer2Peer client policy — which is exactly the part most EOS/Godot tutorials skip. It builds on GDQuest's TPS controller, a controller that's genuinely solid and widely used as a Godot reference implementation. The multiplayer flow (host a lobby, browse public lobbies, or join via a shared code) maps to a real, usable P2P pattern rather than a toy loopback demo.
The addons/epic-online-services-godot folder vendors the full EOS SDK binaries straight into git — iOS xcframeworks, Android .so files for multiple ABIs, the works — which bloats the clone for what should be a fetched dependency, not committed source. Zero stars, zero forks, and the description itself calls it a 'test game,' so there's no indication anyone besides the author has run or validated it. There's no CI, no tests, and getting it running requires standing up an entire Epic Games developer org and product before you see a single line of actual game code. The 'C' language tag is misleading — it's really GDScript plus a pile of vendored native headers/binaries, so the interesting logic is a thin layer over a mostly third-party addon.
We read the README, the directory tree and a key source file in October 2026. Nobody pays to be listed. How we judge →