Multiplayer with Go+Lua
summary
An example implementation of a multiplayer system using Go for the server side and Lua on the client side. It discusses using Go’s concurrency (channels) to handle many persistent client connections and the overall architecture of such a setup.
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chapters (13)
- 0:00Introduction
- 2:41Why multiplayer
- 4:49Multiplayer types
- 7:21TCP and UDP protocols
- 11:16TCP vs UDP
- 15:56Port and NAT issues
- 18:54Security and HTTPS
- 20:22Multiplayer methods
- 26:13WebSocket benefits
- 31:20Server architecture
- 38:19Go channels
- 44:04Code demo
- 47:37Q&A
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