zorg wrote: ↑Sun Dec 27, 2020 5:10 am
Löve still doesn't have inbuilt support for SSL (and so, HTTPS); that'll make this a bit harder to do.
Ohh yeah, damn, that's right.
There were a couple of creative solutions around the forum for that, e.g. a Steamworks library using FFI, and an operating system -dependent method. But yea that's an issue for security.
Google for cloud VPS or web hosting providers. Compare prices and features, pay online, and then each provider has their own web-based management panels for configuration. My website is on
OVH.
Essentially, your love.update() loop, but in a separate instance on another computer. Then, using the magic of the Internet, receive input from clients, and send results back. The client instances send player input to server, and then display the result.
This is, I'm afraid, not an easy task by any means.
Depends on the method and provider you choose.
If web hosting, your server needs to be written in PHP, and installation is a matter of uploading the PHP file. Usually via FTP but some providers may have a web access panel.
If VPS, then your target system is a Linux box. You'll have SSH access and must install your server program remotely from the command line. Exactly how depends on the flavor of Linux.
Gunroar:Cannon() wrote: ↑Sun Dec 27, 2020 6:40 am
is it possible to use p2p(peer-to-peer) instead and is it cheaper?
Is possible, and is cheaper (free, in fact). But is much, much more difficult to get working, and is vulnerable to cheaters.
Gunroar:Cannon() wrote: ↑Sun Dec 27, 2020 6:40 am
concerning p2p, is there a way to do matchmaking of players without a central server
Yes, but now we venture deep into experimental technology. The BitTorrent network invented the Distributed Hash Table, or DHT, expressly for this purpose, through which they do peer exchange (PEX), i.e. decentralized discovery of other clients. But this is really, really,
really advanced stuff.