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Re: [pygame] Networking?





On 11/20/07, Richard Jones <richardjones@xxxxxxxxxxxxxxxx> wrote:
> 2) Use the Twisted reactor *as* your main loop, and implement all game
> logic as call-backs from there. This is the approach that the Twisted
> people will recommend.

This is also useless for highly interactive games.
 
I consider my game highly interactive, though the network traffic intensity is not very high.  Can you elaborate
on why the Twisted reactor is useless?
 

>  3) Run the Twisted reactor in its own thread

This is probably the only reasonable approach for games.
 
My only experience with threads was in writing an image slideshow program.  The graphic blends
and transitions were very jerky with threads.  Changing to a generator-coroutine approach worked more
smoothly.   I do not recall any capability in the thread modules for adjusting 'niceness' or state-change frequency.

 
> 5)  Run the Twisted reactor in its own process, and use pipes or sockets to
> pass data between
> it and the main loop/process.  This has the merit of using the OS's CPU
> allocation management
> rather than that of Python's thread manager.

Quite difficult to manage on Windows.
 
Windows is my development platform.  I'll let you know how it works out. ;)

    Richard
Thanks for the input.


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