New ENet Module

New ENet Module

sshiiden
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Introducing the new ENet Module: Low-Level ENet Networking for Blazium Game Engine

Introducing the New ENet Module

Blazium Game Engine now features an enhanced ENet module with a low-level implementation separate from Godot's high-level networking system. This native C++ module provides direct access to the ENet library, giving developers full control over creating custom ENet hosts, managing peers, and handling packet-level communication.

The module exposes clean, low-level classes such as ENetServer, ENetPeer, and related helpers. It integrates with Blazium's scripting system (GDScript or C#) while staying completely independent of the engine's high-level multiplayer API.

Key Differences from Godot's Built-in ENet Implementation

Blazium retains the standard Godot-style ENet module, which includes high-level classes like ENetMultiplayerPeer, ENetConnection, and ENetPacketPeer. This default implementation is tightly coupled with Godot's internal networking stack (scene replication, RPCs, MultiplayerAPI, etc.).

In contrast, the new ENet module is designed for maximum flexibility:

This makes it ideal when you need to interface with external dedicated servers, custom protocols, or legacy ENet services that don't align with the standard high-level multiplayer peer model.

Possible Uses in Games and Applications

The new ENet module opens up advanced networking scenarios:

For Games

For Applications & Tools

The implementation remains lightweight, performant, and works in both editor and exported builds (including headless mode).

Documentation & Next Steps

The module is already available in the latest release of Blazium and includes a dedicated test project (see enet_module_tests for examples).

For full technical details head over to the official Blazium Documentation at docs.blazium.app.

Whether you're building a custom multiplayer experience or need to talk to external ENet servers, the low-level ENet module gives you the control and flexibility you need.


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