Search found 34 matches
- Fri Sep 11, 2015 9:57 pm
- Forum: Libraries and Tools
- Topic: LÖVE CÖNNECTION 1.4
- Replies: 26
- Views: 28583
Re: LÖVE CÖNNECTION 1.4
How do you get mutliple connections and drawings going at once? I was thinking of doing something like this : for id,data in pairs( Net:connectedUsers() ) do data.players.x[id] = net:recieve(...) data.players.y[id] = net:recieve(...) end I know that the net:recieve thing is probably not how you use ...
- Tue Sep 08, 2015 2:54 am
- Forum: Support and Development
- Topic: Lube: Multiple connections going at once.
- Replies: 4
- Views: 2747
Re: Lube: Multiple connections going at once.
It's exactly the same as having one client. Sorry bartbes for the slow reply, schools been getting a bit hard lately. I might seem a little annoying, but I cannot see how I could have multiple connections at once. I mean, I can connect to clients to one server, but when I have them both send packet...
- Thu Sep 03, 2015 8:56 pm
- Forum: Support and Development
- Topic: Lube: Multiple connections going at once.
- Replies: 4
- Views: 2747
Re: Lube: Multiple connections going at once.
Is there any introductory topics about this?bartbes wrote:Of course.Ethan-Taylor wrote: Is it possible to have multiple players connected and all draw them on the screen?
- Thu Sep 03, 2015 9:04 am
- Forum: Support and Development
- Topic: Lube: Multiple connections going at once.
- Replies: 4
- Views: 2747
Lube: Multiple connections going at once.
Hey guys, Ethan here. I've been messing around with LUBE for a first multiplayer game I'm creating. But the only problem is that the example that I downloaded for LUBE only handles one connection at a time. Is it possible to have multiple players connected and all draw them on the screen? Also is it...
- Fri Jul 10, 2015 11:22 pm
- Forum: Support and Development
- Topic: Hardon Collider:high velocity colliders going through walls
- Replies: 6
- Views: 4058
Re: Hardon Collider:high velocity colliders going through wa
To prevent tunneling you can: 1.use a fixed time step with accumulators. the most sensible solution if you know the max velocity of bodies 2.use ray-casting to simulate very fast moving objects 3.use a continuous collision library like box2d I'm real new to all this stuff, can you please describe h...
- Fri Jul 10, 2015 10:14 am
- Forum: Support and Development
- Topic: Hardon Collider:high velocity colliders going through walls
- Replies: 6
- Views: 4058
Re: Hardon Collider:high velocity colliders going through wa
^ Didn't work if that's what you meant.Ethan-Taylor wrote: Are you saying to get the update function from the lib, then call it twice?
It stuffed it up more.
- Fri Jul 10, 2015 10:05 am
- Forum: Support and Development
- Topic: Hardon Collider:high velocity colliders going through walls
- Replies: 6
- Views: 4058
Re: Hardon Collider:high velocity colliders going through wa
Are you saying to get the update function from the lib, then call it twice?Nixola wrote:I think Hardon Collider has some setting to prevent bullet passing through, but if you can't find anything you could split its update function, simply calling it twice in a row with dt/2 as parameter
- Fri Jul 10, 2015 8:07 am
- Forum: Support and Development
- Topic: Hardon Collider:high velocity colliders going through walls
- Replies: 6
- Views: 4058
Hardon Collider:high velocity colliders going through walls
Hey everyone, It's me again. https://love2d.org/imgmirrur/YkldSJn.gif ^ this is a photo of the problem. As you can see, the bullets that are fired from the player are super fast, and sometimes they go through walls because of this. (I think) I've tried everything. Killing the velocity, using the sep...
- Fri Jul 10, 2015 3:24 am
- Forum: Support and Development
- Topic: [SOLVED]Draw order affecting speed
- Replies: 10
- Views: 7224
Re: Draw order affecting speed
Mate,Featzen wrote:I'm drawing images, now with spritebatch.
But i'm doing something wrong, what is?
Here, still 6 fps :s
We're running at 60 over here! I think there might be a problem over your side ...
- Wed Jul 08, 2015 10:23 pm
- Forum: Support and Development
- Topic: More Interesting Collisions? [SOLVED]
- Replies: 6
- Views: 2769
Re: More Interesting Collisions? [SOLVED]
Nvm.
I've got it up and running now.
Thanks for the support!
I've got it up and running now.
Thanks for the support!