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