Networking (Pongbat)

Last time I posted progress on Pongbat there were still quite a few issues with the core gameplay. In general some aspects of the game just were buggy or didn’t respond well. These problematic issues were especially noticable in multiplayer games. To resolve these issues I’ve worked on several improvements in the game that I want to discuss in this post. The following functionality was added to the game: Fixed Timestep Jitter Buffer Client-Side Prediction Instant Input Feedback Together these improvements now guarantee a smooth multiplayer experience, at least over wifi networks.

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Lua Best Practices (Pongbat)

My second LÖVE project is close to being completed. This time I am working on a remake of Mortal Pongbat, but with one major new feature: multiplayer peer-to-peer networking. I am happy to say the code quality of Pongbat is quite improved over Paratrooper, in part due to more programming experience with LÖVE and Lua. In part due to the addition of several high quality LÖVE libraries. Development on Pongbat started on April 16 (~10 days ago).

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Make LÖVE Not War (Paratrooper)

About 6 weeks ago I started the cs50 game development course on edX. While I haven’t finished the course yet, so far I think the course is highly recommended for anyone that wants to get into game dev. One of the tools used in the course is the LÖVE framework that is written in Lua. In the past I dabbled a bit with Lua in order to write simple World of Warcraft add-ons.

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