Benji385 Posted February 22, 2014 Share Posted February 22, 2014 So I just saw a facebook post from Josh that says - "Our Lua debugger, built on the cross-platform ENet networking library, worked perfectly on Linux the first time it was tried." Are we getting Multiplayer/Network support for Leadwerks? or is this just for the LUA debugger? Networking support would be awesome! Quote Link to comment Share on other sites More sharing options...
Josh Posted February 22, 2014 Share Posted February 22, 2014 Simple networking has actually been built into Leadwerks since the first release, but: It's not exposed to Lua. There's no documentation. There's no NAT punch-through. There's no high-level entity synchronization or predictive movement. So for those reasons I don't consider it an official supported feature right now. We also have access to the Steam peer-to-peer networking library. This is nice because it allows direct communication between two Steam accounts and automatically manages NAT punch-through, but of course only works in a Steam game. 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...
Benji385 Posted February 22, 2014 Author Share Posted February 22, 2014 Simple networking has actually been built into Leadwerks since the first release, but: It's not exposed to Lua. There's no documentation. There's no NAT punch-through. There's no high-level entity synchronization or predictive movement. So for those reasons I don't consider it an official supported feature right now. We also have access to the Steam peer-to-peer networking library. This is nice because it allows direct communication between two Steam accounts and automatically manages NAT punch-through, but of course only works in a Steam game. Thanks for the clarification. Quote Link to comment Share on other sites More sharing options...
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