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Re: [pygame] Networking



Great suggestions, thanks. I'll definitely add those in to my proposal.

On Mar 6, 2011 3:09 PM, "inigo.delgado@xxxxxxxxx" <inigo.delgado@xxxxxxxxx> wrote:
> Well I've a petitions (or suggestions) I'm doing a online real-time game and
> have to solve that problem...
>
> I'll suggest you to do the thinks that are necessary from TCP to use over
> UDP, that's:
>
> A packet indexing method (to mantain the order of the packets in the
> reciber, it can be done by inserting extra bits in the head of each packet)
> A CRC to find errors.
>
> To make online games, you prefer UDP vs TCP because UDP supports multicast
> (well, the ISP's normally no, but the protocol yes) and because the
> lost/corrupted packages are resended by stoping the queue (and that's no
> aceptable for a game in real-time. In that sort of games you prefer to
> recognize a damaged package and ignore it, TCP sends to emissor a ACK of
> each package and THEN emissor sends the next one or resends the last one if
> something went wrong... it sucks...). So the CRC will be a great idea.
>
> The order: normally, I send to clients from server orders to draw in screen
> (draw image A in screen coords x,y, image B in x1,y1...) but the order must
> be known in the client (sending info in each package saying: now there is
> the info of tho next screen to draw, the number X: draw a image A in screen
> coords x,y, image B....) so if the packet of the screen number X+1 arrives
> to client before the X, the client will draw the X+1 and ignore the X.
>
>
>
> 2011/3/6 Joseph Lewis <joehms22@xxxxxxxxx>
>
>> Hi,
>>
>> Does pygame have a networking module? There doesn't seem to be anything
>> about networking in the documentation or subversion.
>>
>> If there is no module I was thinking about building one through GSOC 2011,
>> if pygame is participating of course, with some general features, such as:
>>
>> - Chat (possibly with expletive filtering).
>> - A way to send objects transparently across the network.
>> - Possible multicast.
>> - A high level client server model to allow for quick setup of certain
>> kinds of games (i.e. turn based)
>> - Any other cool suggestions you have.
>>
>> Cheers,
>> Joe
>>
>> --
>>
>> Message Sent By: *Joseph Lewis* <joehms22@xxxxxxxxx>
>> Public Key: [0xF8462E1593141C16]<http://pgp.mit.edu:11371/pks/lookup?op=get&search=0xF8462E1593141C16>
>>
>
>
>
> --
> Nota: Tildes omitidas para evitar incompatibilidades.
>
> :wq