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Re: [pygame] peer-to-peer networked games



Interesting. Thank you Gumm.

I haven't tried ODE physics library for a while. It worked fine under MSWindows, but I had tremendous problems compiling it under Linux. I should have another look at it. I wonder why they don't use Bullet like Blender does. Hmmm.

While it seems pysoy isn't specifically aimed at peer-to-peer, there are hints that it could be used that way. Otherwise it seems to use a cloud-based server and ordinary clients, so would still end up with the same old bottlenecks and limitations, I think.

Thanks for the pointer,

	- Miriam

B W wrote:
If you can work with OpenGL, might keep your eye on PySoy.

http://www.pysoy.org/

Gumm

On Sat, Nov 6, 2010 at 2:48 AM, Miriam English <mim@xxxxxxxxxxxxxxxxxx <mailto:mim@xxxxxxxxxxxxxxxxxx>> wrote:

    Wow! Thanks Kris.

    I hadn't heard of this one. Croquet sounds very interesting. I
    didn't understand it all in my first quick read-through, but I'll
    look much more carefully at it after I've finished my story. I've
    built virtual worlds before and this seems like a great environment
    to work in. Fancy being able to edit source and have the
    modifications appear in realtime without stopping and reloading!
    Neat. Pity it's not python though. :)

    Yes, I've had a look at Minecraft and was very impressed with its
    cuteness, even though it looks very basic. I had no idea it was
    intended to let servers to share data like that. That's nearly p2p
    right there. All it takes is for every client machine to also be a
    server. (Well, not quite, but almost...)

    Cheers,

           - Miriam


    Kris Schnee wrote:

        On 2010.11.5 8:09 PM, Miriam English wrote:

            Okay, I've found some stuff that I hadn't heard of before
            that some of
            you folks might be interested in:


        http://en.wikipedia.org/wiki/Croquet_project
        The Croquet Project seems to be similar to that. The indie game
        Minecraft is apparently going to have servers linked so that a
        character can walk from one server's world to another.

        A question that Croquet brings up is how to spread out the
        computation between computers. There's a project called
        OpenSimulator that sets up independent servers for the game
        Second Life, but I believe that works on a more standard
        client/server arrangement. Croquet is set up so that the
        calculation is done on every machine, which is inefficient but
        ensures every machine does the same thing... at the cost of the
        system being as slow as the slowest PC, if I understand right.
        At the other end of the scale, with Minecraft it'd probably be
        possible for one server to let players easily get hoards of
        valuable items, then try to walk onto a higher-difficulty server
        with items intact. So for a game you'd have to think about which
        machine enforces the rules against cheaters, and the more
        centralized it is, the more it's like the client/server setup.

        If someone wants to test out building a Python P2P gaming
        system, don't assume it has to be for real-time 3D games! Why
        not try making a P2P text MU?



-- If you don't have any failures then you're not trying hard enough.
     - Dr. Charles Elachi, director of NASA's Jet Propulsion Laboratory
    -----
    Website: http://miriam-english.org
    Blog: http://miriam_e.livejournal.com



--
If you don't have any failures then you're not trying hard enough.
 - Dr. Charles Elachi, director of NASA's Jet Propulsion Laboratory
-----
Website: http://miriam-english.org
Blog: http://miriam_e.livejournal.com