Client Side Prediction: Networking with LOVE
Posted: Sun Jan 09, 2011 6:52 pm
Hi all,
I've used LOVE a bit but would like to start to learning more about multiplayer/networking side, specifically client side prediction in real time games.
I figure the project I should aim for involves making a client/server demo where
player 1 = server
player 2 = client
player 2 connects to player 1, on each local player's screen, they will see a square representing themselves and a square representing the other remote player.
Movement on one screen will not only move the local player's square but this will be replicated to the other players screen (the square representing the remote player will also move).
So my first question is how to install and use LUBE for LOVE. Reading the forums I gather this is the best/only networking api for LOVE but the forums posts don't explain how to setup a project to 'import' LUBE or install it into LOVE. Am I right in thinking I just add the LUBE.lua file to my src code folder and require it?
I'd appreciate any help here
thanks
I've used LOVE a bit but would like to start to learning more about multiplayer/networking side, specifically client side prediction in real time games.
I figure the project I should aim for involves making a client/server demo where
player 1 = server
player 2 = client
player 2 connects to player 1, on each local player's screen, they will see a square representing themselves and a square representing the other remote player.
Movement on one screen will not only move the local player's square but this will be replicated to the other players screen (the square representing the remote player will also move).
So my first question is how to install and use LUBE for LOVE. Reading the forums I gather this is the best/only networking api for LOVE but the forums posts don't explain how to setup a project to 'import' LUBE or install it into LOVE. Am I right in thinking I just add the LUBE.lua file to my src code folder and require it?
I'd appreciate any help here
thanks