LOVE & Hadoukens? Q's on Timing, Netplay, Rollback
Posted: Tue Sep 25, 2012 4:13 pm
I'm interested in using LOVE as a framework for a fighting game, in the same ilk as Mugen or FM2K. I have a few technical questions first:
Timing: Is LOVE's internal timer and/or loop event accurate enough?
Fighting games need to maintain a steady 60 FPS. Timings for inputs and internal calculations might need to run at an even higher rate. Is there a relatively accurate timer and/or event loop that can reliably buffer inputs and spit out a rendered screen 1/60th of a second?
Netplay: Can the included luasocket module implement delay-based netplay with rollback?
For those not familiar, I mean the kind of design seen in GGPO and detailed by mauve here.
Note: I'm not asking if there's a built-in Throttling API and a Netplay API. I know there aren't. I just want some people's thoughts on the possibility and plausibility of implementing a fighter.
Also, how difficult do you think implementing these things would be? Timing doesn't seem too difficult, but netplay could be a real beast, regardless of language. I have a feeling I'd have to commission a programmer to make this fighter and I'm worried he might be better off just writing the whole game himself if LOVE is lacking in these areas.
On the otherhand, if LOVE can host a quality fighter framework.......
Timing: Is LOVE's internal timer and/or loop event accurate enough?
Fighting games need to maintain a steady 60 FPS. Timings for inputs and internal calculations might need to run at an even higher rate. Is there a relatively accurate timer and/or event loop that can reliably buffer inputs and spit out a rendered screen 1/60th of a second?
Netplay: Can the included luasocket module implement delay-based netplay with rollback?
For those not familiar, I mean the kind of design seen in GGPO and detailed by mauve here.
Note: I'm not asking if there's a built-in Throttling API and a Netplay API. I know there aren't. I just want some people's thoughts on the possibility and plausibility of implementing a fighter.
Also, how difficult do you think implementing these things would be? Timing doesn't seem too difficult, but netplay could be a real beast, regardless of language. I have a feeling I'd have to commission a programmer to make this fighter and I'm worried he might be better off just writing the whole game himself if LOVE is lacking in these areas.
On the otherhand, if LOVE can host a quality fighter framework.......