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A few questions about love.
Posted: Fri Oct 24, 2014 2:30 am
by nullbear
what is love?
Does true love exist?
Will anyone ever love me?
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Okay, Now puns aside, my real questions:
What capability does love have for multiplayer networking? Is it capable of supporting 150+ player connections at a time?
How powerful is love? For the purposes of an extremely in depth "simulation game" would it hold up adequately? Assume the code is optimized to some extent.
Re: A few questions about love.
Posted: Fri Oct 24, 2014 7:17 am
by Fenrir
What capability does love have for multiplayer networking? Is it capable of supporting 150+ player connections at a time?
Well it's a tough question without knowing more about your project, and with any language or engine it won't be easy to manage so much players. But yeah, technically you can create a server for 150+ players with LOVE, then it will depend on the complexity of your project to determine if it's a good idea to do it with LOVE or something else.
How powerful is love? For the purposes of an extremely in depth "simulation game" would it hold up adequately? Assume the code is optimized to some extent.
Hmm for an "in depth simulation game" with so much players, you may consider to build your server in something more low level like C++ (and get a quite powerfull server with lot of bandwith), but you can definitely create your clients with LOVE. Again, without more details on your project it's not easy to answer.
Re: A few questions about love.
Posted: Fri Oct 24, 2014 7:46 am
by nullbear
I don't honestly expect there to be 150+, I expect between 15 and 30. But its good to set an upper limit beyond your expectations, or so i hear.'
And yeah, i was having some trouble finding any documentation on networking built into love, but i learned its not built in, included though, yeah. I'll take a look at that.
How should i go about programming serverside and clientside in love? Is it much different than other platforms?
Re: A few questions about love.
Posted: Fri Oct 24, 2014 8:36 am
by Fenrir
For networking, I'd recommend using lua-enet which is provided with LOVE:
http://leafo.net/lua-enet/
Now for the client/server architecture, it still depends on what you want to do. For instance if you want a dedicated server running alone, you may consider not using LOVE but just a classic LUA environment (as you won't need any drawing feature provided by LOVE, or any sound for instance). Now if you want to embed your server with a client, or if you want to do a peer to peer architecture without any master server, take a look at the threading capabilities in LOVE.
Re: A few questions about love.
Posted: Fri Oct 24, 2014 3:47 pm
by Positive07
Fenrir wrote:For instance if you want a dedicated server running alone, you may consider not using LOVE but just a classic LUA environment (as you won't need any drawing feature provided by LOVE, or any sound for instance).
If you disable love.window in conf.lua, and add love.console, and never call love.update or love.draw in you main.lua file then you have a lua console... just saying
conf.lua
Code: Select all
love.conf = function (t)
t.window = false
t.console = true
end
main.lua
Code: Select all
love.load = function (args)
--You can still use love.load
end
--But you shouldnt define this two functions
--love.update = function (dt) end
--love.draw = function () end
Re: A few questions about love.
Posted: Fri Oct 24, 2014 4:12 pm
by kikito
I would strongly advise against making your first project a "multiplayer realistic thing". Start smaller, and grow from there. It would be a bit like trying to do backflips before you know how to walk.
Re: A few questions about love.
Posted: Thu Oct 30, 2014 9:49 pm
by nullbear
kikito wrote:I would strongly advise against making your first project a "multiplayer realistic thing". Start smaller, and grow from there. It would be a bit like trying to do backflips before you know how to walk.
Its not my first project, just my first with love.