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Re: [pygame] pygame networking redux



Simon Wittber kirjoitti:
I think that is a matter of one's perspective on what is 'nice'.

sure seems like that.

Also, I don't really think it is such a big project. I've built this
sort of low level system before (using TCP instead of UDP) with higher
level stuff to pass dictionaries around in network messages... and

ok.. but,

they end up being < 10k code, and much less intrusive than the twisted
reactor. (http://fibranet.googlecode.com/svn/trunk/nanotubes.py)

'intrusive'? as in .. filesize?

did not look at that code yet, will certainly check out, thanks for mentioning :)

I also want to use UDP, so I have more opportunities to tweak my
protocol to fit the way my games / app want to work.

I was also curious if there are ways to use Twisted with UDP, I actually thought/assumed there are.

Then again, we have not tested yet for the relatively-low-latency networking need we have for a game now, will be interesting to see if TCP cuts it -- if not, there are existing libs that use UDP for these kinds of things too, which we can test, if TCP, and hence some of the existing simple tools, is too slow. I planned to test TCP with Tofu first (the twisted, but not pb?, using thing from the folks who make soya3d (oomadness)), and then perhaps look at Verse and/or VOB from interreality.org .. then again I should first check what game libs there are, do remember that there were some folks use in some SDL games *googles a bit so you dont have to teach me* uh well "game networking library" gives a lot now.

Well, we'll proceed along that plan soon enough - am also interested to here and see how your things work.

~Toni