You are using one of my public servers on bluehost, so it will be very laggy.T-Bone wrote:Extremely unresponsive.
I can help you set up a server, but it's rather involved (runs off a lamp stack).
It runs very smoothly on localhost.
You are using one of my public servers on bluehost, so it will be very laggy.T-Bone wrote:Extremely unresponsive.
Also instead of browse among the source code Larsii30 you can also get the zip in the downloads tab and run the already "built" love file that is distributed also in that package. I think it's easier that way but if Josefnpat posts the love file in the start of this thread would be easier and quicker to invite people test it.Robin wrote:You want the "raw" .love.Larsii30 wrote:can't download github link seems wrong or is to complicated for me .
Yes, the bluehost server is pretty horrid. I've tried it on faster servers and localhost, and it seems to clean up.coffee wrote:Also instead of browse among the source code Larsii30 you can also get the zip in the downloads tab and run the already "built" love file that is distributed also in that package. I think it's easier that way but if Josefnpat posts the love file in the start of this thread would be easier and quicker to invite people test it.Robin wrote:You want the "raw" .love.Larsii30 wrote:can't download github link seems wrong or is to complicated for me .
Josefnpat, good and bad news. It worked at least the server connection part but like T-Bone said well it's unplayable in ship maneuver and I was even playing alone there. Enemy/bullet collision detection is very bad I'm afraid
Anyway don't give up. For sure you know you need a lot of work to synchronize well the client and the server. Do this kind of real-time project with love is innovative, congratulations to the team.
This sums it up for the enemy/bullet/player collision problems. I know they are there, and I would have cleaned them up better, but I was running out of time, and did a super cheesy collision system based on updates. instead of projected intersections.Thanks for the link!slime wrote:The solution to that kind of lag is client-side prediction. There are lots of resources about that topic on the 'nets, here's one: http://altdevblogaday.com/2011/07/26/pl ... nt-part-1/
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