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Re: [pygame] pygame networking redux



Simon Wittber wrote:
So...

To summarise, it seems that people think Twisted is better than a
re-implementation, and that running the network loop can should be an
optional possibility.

It seems people are using PB with some success. Is an RPC-like system
such as PB preferable to a simple message/event passing system?

An RPC setup is definitely nice, as you can easily attach error handlers, handle authentication, authorization different data for different players, encryption, etc.

These things are actually a fair pain in the ass to setup yourself, and not as easy to get right as they first seem. Plus making a game is a lot of work, so every little bit you can shave off helps.

-Jasper
brass-golem.com (a bit stale, but I am still working on it!)