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First primitive networking / multi-player support #11

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mirkosertic opened this issue Feb 9, 2015 · 2 comments
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First primitive networking / multi-player support #11

mirkosertic opened this issue Feb 9, 2015 · 2 comments
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@mirkosertic mirkosertic added this to the v4.0 milestone Feb 9, 2015
@mirkosertic mirkosertic self-assigned this Feb 11, 2015
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Networking works now with sockets in the game ide.
Checking the following options for the web runtimes:

  • firebase
  • pusher
  • pubnub

mirkosertic added a commit that referenced this issue Mar 11, 2015
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First version of networking implemented and demo added. Firebase is used as a non-authorative game server. GameEvents are published using Firebase and the distributed game models are automatically synced. Currently there is no lag prevention or client side prediction implemented. This needs to be done in further releases.

mirkosertic added a commit that referenced this issue Nov 8, 2021
mirkosertic added a commit that referenced this issue Nov 8, 2021
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mirkosertic added a commit that referenced this issue Nov 8, 2021
mirkosertic added a commit that referenced this issue Nov 8, 2021
mirkosertic added a commit that referenced this issue Nov 8, 2021
mirkosertic added a commit that referenced this issue Nov 8, 2021
mirkosertic added a commit that referenced this issue Nov 8, 2021
mirkosertic added a commit that referenced this issue Nov 8, 2021
mirkosertic added a commit that referenced this issue Nov 8, 2021
mirkosertic added a commit that referenced this issue Nov 8, 2021
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