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RE: [pygame] network module



I suppose if each client was set up with an instance of
xmlrpclib.ServerProxy, and they themselves were also set up as xmlrpc
servers, that *might* cut down on the transport time.

Obviously it wouldn't be a great idea to try and make an MMO with it, but it
would definitely be a pretty good choice for slower-paced games like Risk.

Still, I never said it was fast, just said it was simple ;)

-----Original Message-----
From: owner-pygame-users@xxxxxxxx [mailto:owner-pygame-users@xxxxxxxx]On
Behalf Of Julien Herbin
Sent: Saturday, October 28, 2006 10:02
To: pygame-users@xxxxxxxx
Subject: Re: [pygame] network module


Do you think XML-RPC is really suitable for gaming ?
I mean, it must be pretty "slow" because it's basically XML over TCP/IP.


Chris Ashurst a écrit :
> If you want to get into some really simple networking stuff, you could
give
> XMLRPC a try (import xmlrpclib).
>
> -----Original Message-----
> From: owner-pygame-users@xxxxxxxx [mailto:owner-pygame-users@xxxxxxxx]On
> Behalf Of DR0ID
> Sent: Saturday, October 28, 2006 05:34
> To: pygame-users@xxxxxxxx
> Subject: [pygame] network module
>
>
> Hello
>
> Some days ago a friend showed me pyraknet (based on raknet, 
> http://pyraknet.slowchop.com/ ) for making networked games and
applications.
>
> Until now I only knew about two possibilities to network a game: using 
> the python sockets or twisted. Both are kinda complicated to use (at 
> least seem to me, although I haven't used one of them).
>
> pyraknet seems to be very easy and straight forward to use, although I 
> haven't used it yet.
>
> My question is: does someone know pyraknet and/or has some experience 
> with it?
>
> Perhaps there are more network modules out there I dont know off.
>
>
> ~DR0ID
>
>
>
>
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