@LeviaGames
Thanks for your kind words! It keeps us going.
The documentation will bring you up to speed on multiplayer gaming. It really is not that hard at all and neither is internet gaming once someone demystifies everything for you. Keeping the games in sync is very challenging but with any challenge comes lots of fun. Now for your questions
1)When someone wishes to host a game they contact the matchmaker server that is publicly visible (not behind a NAT) and reports their public IP/Port. Since most likely they will be behind a NAT (router) then this IP/port is not the same IP/port assigned by Corona so there is no way for a p2p connection to occur without a matchmaker server. When the client wishes to join a game the matchmaker will tell him the ip/port of the server and they can start communicating directly. Hence the bulk of the traffic is p2p and thus the latency will be comparable to a direct ping. We will be hosting a public matchmaker server but we provide the php scripts for whoever decides to host one themselves.
2) Lag is comparable to the network itself because all the traffic is from p2p. We have a 2 player pong game included in the public beta files that shows how this is done. Currently our only means of testing is via a 3g android phone and our home cable connection. Obviously the 3g is the source of most the latency for us and hence the need of a public beta :).
Thanks for your interest,
-M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 81635[/import]