[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]

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



Rendering engine is irrelevant...
You could use pygame, OpenGL, PySoy or even Direct3D if you wanted.
The trick is writing the network part, the gfx just has to represent that...

On Wed, Nov 10, 2010 at 3:24 AM, Miriam English <mim@xxxxxxxxxxxxxxxxxx> wrote:
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