Networking too slow for live multiplayer?
Posted: Mon May 23, 2016 11:03 pm
Hey LÖVErs!
I'm toying around with prototyping a sort of real time, tactical game, played on a grid. It's nothing special right now, as I've just been getting basic movement and networking set up. Everything is working right now, but the networking just seems too slow for real use, even with two players on a local connection.
Anyone interested in looking over my code (it's not too much, less than 500 lines still), and seeing if there's something I should be handling differently to speed things up? The "game.lua" library has no networking stuff in it, so it can probably be ignored. The server won't run on windows right now, as I'm using "uuidgen" to give things ids, but the client should.
Should I be sending less packets but larger? More but smaller? Trying to parse more packets at a time during "love.update()"? Do I need to thread things or something? Bah, I've reached the point where I just don't know!
Preemptive thanks to anyone who looks!
I'm toying around with prototyping a sort of real time, tactical game, played on a grid. It's nothing special right now, as I've just been getting basic movement and networking set up. Everything is working right now, but the networking just seems too slow for real use, even with two players on a local connection.
Anyone interested in looking over my code (it's not too much, less than 500 lines still), and seeing if there's something I should be handling differently to speed things up? The "game.lua" library has no networking stuff in it, so it can probably be ignored. The server won't run on windows right now, as I'm using "uuidgen" to give things ids, but the client should.
Should I be sending less packets but larger? More but smaller? Trying to parse more packets at a time during "love.update()"? Do I need to thread things or something? Bah, I've reached the point where I just don't know!
Preemptive thanks to anyone who looks!