PLAYIN WITH NETWORKING. Here's @Miredly in hawaii (green ball) and me (dark blue ball) bouncing around! We've implemented NAT punchthrough so people can host and join games without portforwarding and without playing through a centralised server

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we're making a tiny tiny movement-based fighting game To Test Our Limits, i'm so proud of these balls you have no idea

@Miredly update on this: throwing together some rly basic gameplay. here's me just kicking a dummy around

working on a stretchy skeletal animation system that works with super low-res sprites for our fighting game!!!!

@mezzodrinker THANK UUUU!!!! im completely new to networking at all so we're diving in the deep end by developing a real-time game :blobcatMeltTears:

@toffy I know you can do it! I mean, technically, you're already doing it, so... :blobcatGiggle:​

@toffy @Miredly :blobcatthinkOwO: interesting, have never thought about NAT punchthrough

@toffy interesting, though it does make it more prone to getting kicked offline when someone be angery D:

@toffy Sort off...
The problem is that you *need* to protect the relay server against scraping n shit.
I've seen too often that relays don't properly protect against this, causing some angery boii to scrape the server and kicking some people offline.

@6a62 :blobcatMeltTears: wtf youre rad thank you!! πŸ’– only started this a few hrs ago so its a bit jank, theres a lot of polish to go!!

@toffy @Miredly this looks fantastic, where can i learn more about how this stuff is implemented?

@trickster @Miredly Thank youuu~! Here's a blogpost we used as reference! We implemented it in Lua using a low-level networking library called LuaSocket

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