game-engine-2d
lc64
game-engine-2d | lc64 | |
---|---|---|
9 | 1 | |
720 | 2 | |
0.0% | - | |
0.0 | 3.5 | |
over 1 year ago | about 3 years ago | |
Lua | MoonScript | |
MIT License | - |
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game-engine-2d
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Fighting games use delay-based and rollback netcode
I don't think it's unpopular. We need more and better game software, what exists today is unsatisfactory for a plethora of reasons. I'm personally interested in this because I ship Planimeter Game Engine 2D, which comes with client-side prediction standard, and it's the largest pure-Lua game engine on GitHub.[1]
[1]: https://github.com/Planimeter/game-engine-2d
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Starting Box2D 3.0
> Another benefit of speculative collision is that I can elminate[sic] the polygon skin/radius on collision shapes. That was necessary to keep shapes separated for the time of impact algorithm. This should no longer be necessary in version 3.0. I never liked this artificial separation of shapes.
Hah! In Planimeter Game Engine 2D, we shrink physics objects by approximating the polygon skin so that we can achieve "pixel approximate" physics.[1]
[1]: https://github.com/Planimeter/game-engine-2d/blob/master/eng...
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When \ is not \
From what I've found maintaining https://github.com/Planimeter/game-engine-2d is that you should be explicitly checking for nil, separately from checking for false-evaluating values.
We found that this had the added benefit of semantically checking for something that did not exist, versus some contextual "false" value.
I suspect this is a good practice in other languages as well.
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Ask HN: Any solo game developers here?
Maybe consider https://github.com/Planimeter/game-engine-2d? We have multiplayer with client-side prediction out of the box. Example code is included to demonstrate the ease of networking entity fields, and there is an included payload abstraction for creating networked events.
You can set the tick rate for your game based on your needs as well. And prediction is robust, supporting exceptional packet loss and smoothing over latency concerns for player movement.
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Hathora: Multiplayer Made Easy
Examples in Lua/LOVE:
https://github.com/Planimeter/grid-sdk/blob/master/engine/sh...
https://github.com/Planimeter/grid-sdk/blob/master/engine/sh...
https://github.com/Planimeter/grid-sdk/blob/master/engine/sh...
https://github.com/Planimeter/grid-sdk/blob/master/engine/se...
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The Right Way to Compare Floats in Python
I remember having to write something similar for Lua, because there was no math.approximately() function and I was dealing with networking floats and comparing values over the wire to predicted movement in 2D space.
https://github.com/Planimeter/grid-sdk/blob/master/engine/sh...
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The specs behind the specs – a deep-dive on ASN.1
What’s so great about ASN.1 and it’s encoding rules is that anyone writing type-length-value serialization for networking purposes, for example[1], is basically independently reinventing ASN.1 because it’s so fundamentally optimal.
It truly will make you wonder why Protobufs and others exist.
[1]: https://github.com/Planimeter/grid-sdk/blob/master/engine/sh...
lc64
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A Commodore 64 Emulator in C#
I did it the other way around. I made one in MoonScript for LuaJIT, with about the same (lack of) features, but then got bored and a bit overwhelmed and used the code to make an NES emulator instead. NES was much more fun to implement.
What are some alternatives?
teiserver - Middleware server for online gaming
love - LÖVE is an awesome 2D game framework for Lua.
helium
CS64 - A Commodore 64 emulator written in C#
OpenSSL - TLS/SSL and crypto library
Aegisub-Motion - Lua plugin for Aegisub auto4 that parses motion tracking data and applies it to selected subtitles.
LIKO-12 - LIKO-12 is an open source fantasy computer made using LÖVE.
resolution_solution - Scale library, that help you add resolution support to your games in love2d!
autoabby - The grace of abby, contained in your Linux desktop
DoubleFloats.jl - math with more good bits
builder - Multiplayer game framework