Search found 33 matches
- Mon Jul 03, 2017 6:07 am
- Forum: Support and Development
- Topic: UDP hole punching
- Replies: 16
- Views: 17002
Re: UDP hole punching
If your server has an open port, then you don't need hole punching at all! Just make sure to have the client initiate the connection. Thats the thing. I opened ports on my remote server so anyone can access it. I do not have clients or servers in that sense, since the app runs with same code on all...
- Sun Jul 02, 2017 5:39 pm
- Forum: Support and Development
- Topic: UDP hole punching
- Replies: 16
- Views: 17002
Re: UDP hole punching
Sorry, I'm not sure if you're being sarcastic or friendly.. but why does the thread age matter? Why would I create a new thread for the same question anyway? It's a discussion and some questions and solutions still apply today. Maybe I get an answer from somebody else, even if the original author mi...
- Fri Jun 30, 2017 7:41 pm
- Forum: Support and Development
- Topic: UDP hole punching
- Replies: 16
- Views: 17002
Re: UDP hole punching
Hey @Fenrir I'm facing the similar problem. I want several clients to have a separate sqlite database, but keep all of the clients in sync. I use UDP for this and on the local network it works. But it would be better if I could sync from anywhere I have an internet connection. So, then I had the ide...
- Fri Jun 09, 2017 9:38 pm
- Forum: Libraries and Tools
- Topic: ImGui LÖVE module
- Replies: 169
- Views: 240841
Re: ImGui LÖVE module
o___O it did work... sorry I did not see that the namespace was already used - thank you very much!
- Fri Jun 09, 2017 4:30 pm
- Forum: Libraries and Tools
- Topic: ImGui LÖVE module
- Replies: 169
- Views: 240841
Re: ImGui LÖVE module
hey, sorry for reviving an old thread but I wanted to try this library and having issues with loading the compiled module. I took the *.so file from your repo and dropped it straight into my project folder. I then edited the package.cpath to conform. Finally I required the module and got an error: d...
- Sun Feb 28, 2016 12:22 am
- Forum: General
- Topic: Native game distribution on Mac OSX
- Replies: 9
- Views: 7910
Re: Native game distribution on Mac OSX
download this libraries: https://love2d.org/sdk/love-osx-frameworks-0.10.zip
the go to finder and press shift+cmd+g. this opens up a dialog where you can type in a folder path. type '/Library/Frameworks/' and hit return. drop all downloaded libraries into this folder.
the go to finder and press shift+cmd+g. this opens up a dialog where you can type in a folder path. type '/Library/Frameworks/' and hit return. drop all downloaded libraries into this folder.
- Mon Mar 16, 2015 11:26 am
- Forum: Support and Development
- Topic: Building for mac app store?
- Replies: 22
- Views: 8794
Re: Building for mac app store?
There is a way of signing the LÖVE wrapper with your own provisioning profile, which theoretically lets you publish your app on the Apple Mac App Store. I didn't try this yet, as my babies are not ready for the Store yet - but I've written it all down on my blog: http://www.kennstewayne.de/love2d-ap...
- Mon Mar 16, 2015 11:24 am
- Forum: General
- Topic: Native game distribution on Mac OSX
- Replies: 9
- Views: 7910
Re: Native game distribution on Mac OSX
There is a way of signing the LÖVE wrapper with your own provisioning profile, which theoretically lets you publish your app on the Apple Mac App Store. I didn't try this yet, as my babies are not ready for the Store yet - but I've written it all down on my blog: http://www.kennstewayne.de/love2d-ap...
- Sun Jan 18, 2015 1:47 am
- Forum: Libraries and Tools
- Topic: [TechDemo] liqöd - Water Simulation
- Replies: 11
- Views: 6685
Re: [TechDemo] liqöd - Water Simulation
super cool! makes me want to code cool things again. 8B
- Sat Oct 18, 2014 12:10 am
- Forum: Libraries and Tools
- Topic: LÖVE3D
- Replies: 201
- Views: 166193
Re: LOVE3D: For Realsies
I read over... its windows only, so I actually cant' use this! Great job anyway..Karai17 wrote:Check the links at the bottom of the post.