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Re: Unnamed Space RTS
Posted: Mon Nov 01, 2010 5:46 pm
by Robin
Networking is not an area where performance is important — if it were, games were even worse and LÖVE shouldn't exist at all!
And as far as interpreted languages go, Lua is pretty much the fastest. If you write good code, Lua can even be faster than some compiled languages!
Re: Unnamed Space RTS
Posted: Mon Nov 01, 2010 6:06 pm
by kikito
I'd advise to reconsider your assertions.
Most of the time spent on networking isn't spent on the calculations themselves, but on the line: the time it takes for an information package from going to computer A to computer B. Assuming that certain obvious precautions are taken (sending everything in one package instead of several, to avoid overheads, for example) processing speed doesn't seem too important on my eyes.
You currently using lua for rendering 60-100 frames per second. Before you spend lots of time implementing a different network schema, I suggest you do some testing with what is already available (Lube)
Re: Unnamed Space RTS
Posted: Mon Nov 01, 2010 6:09 pm
by Araqiel
I'll admit, I haven't run any benchmarks. I was actually going to before I really started with RakNet. I do like RakNet, though. Either way, I've still got stuff to do before I get into that - networking is still far off in this project.
Re: Unnamed Space RTS
Posted: Tue Nov 02, 2010 10:39 pm
by Simtex
A developer would have to confirm this, but I believe Love networking is based on LuaSockets which is actually written in C then linked into Lua. So the actual time critical stuff is C based.
RakNet is cool though (though it has commercial limitations).