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Re: [pygame] Re: [OLPC-Games] PyQNet project on Launchpad
Hi!
I don't know anything about network protocols I just found this thread
interresting enough to investigate further. Someone mentioned the enet
library so I looked it up and it looks very promising.
It does deliver low-latency communication in an easy to use way and it
shouldn't be a problem to use even for game protocols that does not require
low latency or fast responses. I guess nobody wants a network implementation
in PyGame that only works for one type of game. enet looks very good anyway.
I'll repost the URL just in case someone missed it
http://enet.bespin.org/Features.html
/Peter
On 2008-07-29 (Tue) 19:05, kschnee wrote:
> On Tue, 29 Jul 2008 11:06:15 +1000, "René Dudfield" <renesd@xxxxxxxxx>
> wrote:
> > For the pygame 1.9+ release we would really like to get networking
> > library routines in :) Something that's simple, and has been used
> > successfully in at least 2 games( 1 by the author, and 1 by someone
> > else) would be nice. Getting your library ready for ludumdare.com
> > (august 8-10), and pyweek.org (sept 31st) would allow other people to
> > try it out by making games.
>
>
> I'm interested in the idea of Pygame getting some sort of networking
> library that's as easy to set up as existing Pygame tools. Being able to
> pass along messages through the event stack, as suggested, would be nice.
>
> What would you suggest if I wanted to try a simple networked board game
> with Pygame, something in which:
> -Speed/lag is unimportant
> -The license is public domain, GPL, or similar
> -The code is simple to work with (ideally "import server; IP =
> server.StartServer()")
> -It supports having a non-dedicated server with multiple clients, so that I
> can say "I'm hosting a game at IP 127.0.0.1:8888; join in!" and have people
> join by typing that in and hitting a "Connect" button; and
> -Setting up a server is as simple for the user as hitting a "Start Server"
> button and telling people where to connect.
>
> I'm thinking of the "Setlers of Catan" board game clone "Sea3D," which has
> such an easy-to-use networking interface. Is there code out there that can
> meet those requirements?
>