love.cloud
Re: love.cloud
I might be able to host the cloud too.
- bartbes
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Re: love.cloud
Great!
Re: love.cloud
I'm also able to help with hosting if needed, got excess capacity on about 40 machines at the moment.bartbes wrote:Great!
- bartbes
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Re: love.cloud
Now I feel obliged to really do some coding
Re: love.cloud
now that's some cloud computing! 8-)I'm also able to help with hosting if needed, got excess capacity on about 40 machines at the moment.
- Sardtok
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Re: love.cloud
Holy poopsmith! That's some orgy.Avalon wrote:I'm also able to help with hosting if needed, got excess capacity on about 40 machines at the moment.
Take off every Zigg for great rapist.
Now, outgay that!
Now, outgay that!
Re: love.cloud
You can never have enough people in an orgy.Sardtok wrote:Holy poopsmith! That's some orgy.Avalon wrote:I'm also able to help with hosting if needed, got excess capacity on about 40 machines at the moment.
Re: love.cloud
See Also: Kongregate
This sounds alot like the Kong API. It's obvious that a connection has to be established to a main server. This really calls for a browser plugin, especially on a non-compiler framework like LÖVE that anyone can just take apart and change. Game IDs and all are obviously based off Steam.
This sounds alot like the Kong API. It's obvious that a connection has to be established to a main server. This really calls for a browser plugin, especially on a non-compiler framework like LÖVE that anyone can just take apart and change. Game IDs and all are obviously based off Steam.
{Server > Server hosts mainframe > Connects to individual Lövenet mainframe < [LÖVE] > App > Socket > love.cloud > Server}
And you have Steamgregate.
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