Search found 3 matches
- Tue May 24, 2016 1:34 pm
- Forum: Support and Development
- Topic: Networking too slow for live multiplayer?
- Replies: 3
- Views: 3324
Re: Networking too slow for live multiplayer?
I am checking for updates to send every frame, but nothing sends unless there's an update. This ends up being about twice per player movement speed, times the number of players—only about 8 times a second, with what I've currently been testing. While the latency of our local connection isn't great ,...
- Mon May 23, 2016 11:03 pm
- Forum: Support and Development
- Topic: Networking too slow for live multiplayer?
- Replies: 3
- Views: 3324
Networking too slow for live multiplayer?
Hey LÖVErs! I'm toying around with prototyping a sort of real time, tactical game, played on a grid. It's nothing special right now, as I've just been getting basic movement and networking set up. Everything is working right now, but the networking just seems too slow for real use, even with two pla...
- Wed Jul 01, 2015 8:46 pm
- Forum: Support and Development
- Topic: Disappearing canvas/image after first frame
- Replies: 2
- Views: 2533
Disappearing canvas/image after first frame
Hey lovers, I'm working on making a löve client for the AI game vindinium , and the source code for my client can be found on github . I'm currently having issues with drawing the map. As the map itself never changes, I figured I'd save on resources by drawing it to a canvas on the first turn instea...