meaning?abma on github wrote:also the general goal is: do not require a lobby any more
SL will be discontinued?
Moderators: Moderators, Lobby Developers
meaning?abma on github wrote:also the general goal is: do not require a lobby any more
no, its about distributing games, atm a lobby is still required for multiplayer games / updating / downloading maps and games.8611z wrote: abma on github wrote:
also the general goal is: do not require a lobby any more
meaning?
SL will be discontinued?
it will be continued but maybe abadoned when its not needed any more.8611z wrote:Basically: Will SL be continued or eventually be abadoned in favor of in-engine stuff or whatever.
nobody knows. i vote for an in-engine lobby.raaar wrote:what is the long term lobby for spring games?
Excactly my question.raaar wrote:what is the long term lobby for spring games?
# I vote for a separate lobby.abma wrote:nobody knows. i vote for an in-engine lobby.raaar wrote:what is the long term lobby for spring games?
I don't know about that. Lobby development requires the exact same kind of knowledge as Spring game development, so it's a reasonable wager that most Spring game devs would have the ability to write them without much learning.AF wrote:An ingame lobby limits the pool of potential developers to those familiar with the engine, OpenGL, lua, and whatever UI toolkit is being used, most likely Chilli. That pool is miniscule and dwindling in comparison to frontend web and javascript, python, or others who can waltz in and build tools with what they already know rather than climbing a learning curve shaped like a mountain
Just want to point out that there's a TASSERVER protocol implementation available for (Spring) lua: https://github.com/gajop/liblobbyAF wrote:True, if you want to participate in the current lobby system, settle on all the conventions and baggage, implement the TASSERVER protocol as it currently stands, then you've got a lot to implement and catch up on regardless of what language or platform you're working with
Outside of ZK, the only known matchmaking is the one being developed by Nemo (bot-side) + me (lobby + uberserver side) and it only works for the ingame lobby. No other lobby dev has expressed direct interest in it.AF wrote:At this point the engine is now compatible with the vast majority of existing matchmakers and lobbies out in the wild, and content devs can customise as much as they like.
Reducing the server protocol? What do you mean exactly? The less defined things are, the worse off we are probably. If you want a very flexible lobby protocol it's probably best to write your own from scratch, otherwise it's good for it to be well-defined.AF wrote:Meanwhile the technical burden of the existing lobbies is massively cut down as is their maintenance cost, and the server protocol can be reduced to less than a quarter of its existing footprint
Use the program called Dia, it's really that good.MetalSucker wrote:Underwhelming drawing of reusable components architecture,