gamecreator Posted October 2, 2017 Share Posted October 2, 2017 How would you do a persistent world in an online game without a server? For example, say there's a crystal in the forest. Someone logs on, takes it and drops it in the desert and logs out. How would you store the crystal's location? I know the ideal answer is a server but say that's not an option. Since I'm doing this in Steam, I was thinking Cloud would be perfect but users have the option of turning that off so that won't work (also, it won't be a published game so I guess Cloud won't be available anyway). I also thought about using Leadwerks leaderboards but I haven't tested yet how responsive it is. If two players fight and one player drops the crystal, it needs to be more or less immediately seen by the other one. I remembered too that we have libcurl built in so maybe HTTP is an option. Since this would all be client to client, except for the special world items, we have to assume that no one will hack/cheat (which I know is a bad assumption but this would be for the tournament so nothing serious). Quote Link to comment Share on other sites More sharing options...
Josh Posted October 2, 2017 Share Posted October 2, 2017 You could use a PHP script with a database. That uses a server, but it's simpler than having an application constantly running. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted October 3, 2017 Share Posted October 3, 2017 And the way to do that is through Curl, which is built into the engine. That's how I use game analytics. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted October 3, 2017 Author Share Posted October 3, 2017 Yup. Very cool that that's part of Leadwerks. Already kept it in mind to use as a patcher in the future. Quote Link to comment Share on other sites More sharing options...
mdgunn Posted October 4, 2017 Share Posted October 4, 2017 Am I right in thinking Curl itself is not accessible from Lua (used via analytics so tied game GameAnalytics.com). C++ only? ..at least if you want to remain in Lua sandbox?? Quote Link to comment Share on other sites More sharing options...
Josh Posted October 4, 2017 Share Posted October 4, 2017 1 hour ago, mdgunn said: Am I right in thinking Curl itself is not accessible from Lua (used via analytics so tied game GameAnalytics.com). C++ only? ..at least if you want to remain in Lua sandbox?? CURl is only accessible in C++. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted October 4, 2017 Share Posted October 4, 2017 1 hour ago, mdgunn said: Am I right in thinking Curl itself is not accessible from Lua (used via analytics so tied game GameAnalytics.com). C++ only? ..at least if you want to remain in Lua sandbox?? CURl is only accessible in C++. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
martyj Posted October 4, 2017 Share Posted October 4, 2017 On 10/2/2017 at 1:39 PM, gamecreator said: Since this would all be client to client, except for the special world items, we have to assume that no one will hack/cheat (which I know is a bad assumption but this would be for the tournament so nothing serious). One thing to take note is that libcurl implementation with Leadwerks does not support HTTPS at the moment. Which means anyone running wireshark can see your traffic. 1 Quote Link to comment Share on other sites More sharing options...
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