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General
Basics
- Getting Started
- Game API
- Input API
- Configuration
- Tile Maps
- Resource Management
- Entity Framework
- Control Entities
- User Interface
- utiLITI
- Deployment
- Savegames
- Libraries and Tools
- Glossary
Advanced
- The Particle System
- Dynamic Lighting
- Static Lighting
- Performance Optimization
- Custom MapObjectLoaders
- String Localization
- Object Serialization
- Utility Classes
- Network Communication
- Advanced Entity Knowledge
Tutorials
Network Communication
Note: Network communication was removed from LITIENGINE in version 0.5.1-beta.
As the engine’s networking code had been unmaintained, untested, and had security concerns, the networking package was removed from LITIENGINE.
Alternatives
For multiplayer functionality, consider these alternatives:
- Implement custom networking using Java’s
java.netpackage - Use third-party networking libraries like Netty or Kryonet
- Design your game architecture to communicate with a dedicated server
Historical Reference
If you’re interested in the historical implementation, you can find the removed networking code in older versions of the engine on GitHub.
See Also
- Release notes v0.5.1-beta – Removal announcement
Last updated 2 weeks ago
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