Search found 21 matches

by stampede
Tue Dec 29, 2009 10:22 pm
Forum: Libraries and Tools
Topic: LUBE (Networking Library)
Replies: 332
Views: 229332

Re: LUBE (Networking Library) v0.6.1 + LUBE-X v0.02

Hmm, so it's like after I've inited tcp server first I, lube.server:Init(1234, tcp); tcp_server = lube.server(); and can use that like: tcp_server:receive(); ? I'm guessing it's not like that at all :( EDIT: it's really useful if I can use tcp and udp both for one client, so that should be in Lube. ...
by stampede
Tue Dec 29, 2009 10:10 pm
Forum: Libraries and Tools
Topic: LUBE (Networking Library)
Replies: 332
Views: 229332

Re: LUBE (Networking Library) v0.6.1 + LUBE-X v0.02

I'm not really wrapped my head around this yet myself, but I'll ask anyway: I want to setup a server accepting tcp and udp. Using tcp for things like login and udp for things like normal moving. What's good way to use these? I think lube.server:receive() uses protocol you've setup in Init, but what ...
by stampede
Mon Dec 28, 2009 7:29 pm
Forum: Libraries and Tools
Topic: LUBE (Networking Library)
Replies: 332
Views: 229332

Re: LUBE (Networking Library) v0.6.1 + LUBE-X v0.02

Thanks it works now, but weird it wants that number in string format :? Is it normally that way, or just in this how I've set it up?
by stampede
Mon Dec 28, 2009 6:54 pm
Forum: Libraries and Tools
Topic: LUBE (Networking Library)
Replies: 332
Views: 229332

Re: LUBE (Networking Library) v0.6.1 + LUBE-X v0.02

Alrighty currently making really simple networked test game. But I just can't figure out this problem with pack and unpack... -- client packs and sends data to the server datatable = { player.x,player.y }; data = lube.bin:pack( datatable ); lube.client:send( data ); -- server gets data and unpacks i...
by stampede
Wed Dec 23, 2009 11:55 am
Forum: Libraries and Tools
Topic: LUBE (Networking Library)
Replies: 332
Views: 229332

Re: LUBE (Networking Library) v0.6.1 + LUBE-X v0.02

Ah, so it handles all the data coming from one ip as a one client? Which means if you play with your friends in lan on a outside server, it handles all players as one client?
by stampede
Wed Dec 23, 2009 8:10 am
Forum: General
Topic: Open-source online game techniques
Replies: 7
Views: 2302

Re: Open-source online game techniques

Hehe, of course stealing is the best way. Why invent the wheel over and over again :D Especially if you're doing it for profit. But it's still interesting to talk and brainstorm about these concepts. Any new ideas not already written on here? Is there some other ways of doing checks similar to md5 i...
by stampede
Tue Dec 22, 2009 7:33 pm
Forum: General
Topic: Open-source online game techniques
Replies: 7
Views: 2302

Re: Open-source online game techniques

Good points here, thanks guys! Calculating everything on the server really seems to be best option about those three (especially now that md5 is not an option), but it's still not really suitable for more fast-paced games (FPS, racing, flying, etc.). Correcting the client time to time (and then kick...
by stampede
Mon Dec 21, 2009 8:06 pm
Forum: Libraries and Tools
Topic: LUBE (Networking Library)
Replies: 332
Views: 229332

Re: LUBE (Networking Library) v0.6.1 + LUBE-X v0.02

Oh, I read that it has a bug or something that prevents the system to have more than one client per IP. What does this mean and is that information old? Does this mean that I can't have more than one client connecting to the server using LUBE?
by stampede
Mon Dec 21, 2009 8:06 pm
Forum: General
Topic: Open-source online game techniques
Replies: 7
Views: 2302

Open-source online game techniques

I've been thinking about very simple morpg like game (like mmorpg, but not as much players, can't host powerful enough servers :monocle: ). Löve games are open-source, but after reading this interesting thread there seems to be some ways to prevent players from reading straight from .love file (luac...
by stampede
Thu Dec 17, 2009 2:13 pm
Forum: Libraries and Tools
Topic: LUBE (Networking Library)
Replies: 332
Views: 229332

Re: LUBE (Networking Library) v0.6.1 + LUBE-X v0.02

So LUBE is ready for tcp and udp? Just thinking about online game (not yet planning to actually write it), but I need tcp for it! EDIT: Read through the LUBE.lua, and looks really sweet. It's a lot better to have all things in one file, than client.lua and server.lua. Makes things simpler. This does...