Status of Multiplayer Mobile Networking

General discussion about LÖVE, Lua, game development, puns, and unicorns.
SmartGlassesMan
Prole
Posts: 14
Joined: Wed May 16, 2018 1:28 pm

Re: Status of Multiplayer Mobile Networking

Post by SmartGlassesMan »

Ikroth wrote: Mon May 21, 2018 3:58 pm
Thanks for reporting that, I just pushed a fix that exports enet as a local instead. I didn't like the global style before either. Let me know if you have other issues, I haven't done a full check since 11.0.
Oh, you are welcome. Thanks for writing the library! :)
SmartGlassesMan
Prole
Posts: 14
Joined: Wed May 16, 2018 1:28 pm

Re: Status of Multiplayer Mobile Networking

Post by SmartGlassesMan »

Pebsie wrote: Mon May 21, 2018 8:05 pm It's pretty much the same as Windows networking, you've just gotta be super conscious of data usage and dealing with network drop outs.

Here's a game I'm working on that is entirely network oriented that is going to be released on mobile platforms: viewtopic.php?f=14&t=85025&p=219410#p219410

It can be done and is being done! :)
Thanks! That's good information. :)
Post Reply

Who is online

Users browsing this forum: Yahoo [Bot] and 1 guest