Search found 34 matches

by Ethan-Taylor
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 ...
by Ethan-Taylor
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...
by Ethan-Taylor
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.

bartbes wrote:
Ethan-Taylor wrote: Is it possible to have multiple players connected and all draw them on the screen?
Of course.
Is there any introductory topics about this?
by Ethan-Taylor
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...
by Ethan-Taylor
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...
by Ethan-Taylor
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

Ethan-Taylor wrote: Are you saying to get the update function from the lib, then call it twice?
^ Didn't work if that's what you meant.
It stuffed it up more.
by Ethan-Taylor
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

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
Are you saying to get the update function from the lib, then call it twice?
by Ethan-Taylor
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...
by Ethan-Taylor
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

Featzen wrote:I'm drawing images, now with spritebatch.
But i'm doing something wrong, what is?
Here, still 6 fps :s
Mate,
We're running at 60 over here! I think there might be a problem over your side ...
by Ethan-Taylor
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!