Re: how does this work, and what do you recomend?

Hi folks,
hmm, okay, I don't want to dictate you your posts guys, but might I just suggest, what about calming down and concentrating on the question?
@1: As for the first question, on your place, I would make a change in type of message, that is send during a reload.
I.E. if the server is currently just sending a command to play a sound on specific location, I would instead design it in a way, that steps of players have player id attached, and these player action events would be then paired to them.
Thus after receiving a player reload event, the client can attach the sound to player and move it as necessary.
When you count it, you have added bytes of player id in steps event, but at the same time you can release floor type and coordinates in the reload event, so it's even more efficient than just sending around PlaySound commands.

Also don't worry about networking in other languages. Yes, networking is complicated, no doubts about that, but there are many very good wrappers out there, which will help you on the way.
For example, SFML has a very nice udp wrapper, there are also eNet wrappers for warious languages (eNet is the networking library used by BGT) and programming languages themselves are often packed up with their own weapons to deal with this.
I have just recently worked with Python's TCP sockets and it's a piece of cake, no kidding. It didn't helped me in the end though, as I found out, that you can't start TcP connections from _javascript_, so I needed to look around for a websockets library, but it was definitely nice.
I have found a ws solution as well, which works just as expected.

There are really many options to choose from.

As for programming language, what about C#?
It's modern, supported by Microsoft, it's very similar to BGT in syntax, it's object oriented, it has automatic memory management (no need for pointers and cleaning objects), it compiles to .exe (no need of special packing), it's crossplatform (in Asp.net core and Mono version), it has popular gaming libraries and it is there for quite a while, since 1995 if I remember right, so there is a really huge community and material behind it.
_javascript_ would be an option as well, although I wouldn't recommend it for beginners. There are some syntactic weirdnesses, such as the way of declaring properties and there is no encapsulation at all in the language, so knowing what you're doing is often a necessity to make an usable code.
Plus you need to keep in mind, that you're running in browser and not on system with luxuries such as harddrive and filesystem, syntax in these cases can get even weirder, than in normal code.
So, it's subjective of course, but I would recommend some rather desktop based compiled language, such as C#.

Also, when I see benchmarks, with n-body problem taking python about 830 seconds, which can be solved by compiled programs in about 20 secs,
http://benchmarksgame.wildervanck.eu/
http://benchmarksgame.wildervanck.eu/python.html
I wouldn't recommend Python to beginners as well. smile
I'm not one of those guys, who find a benchmark, and then argue with it, even if reality is completely different, I have run into this problem myself, under quite umpleasant circumstances.
I'm not saying, that Python can't do better, it simply wasn't designed to run computations like this.
The performance can be significantly improved by cythoning the code, or by supplying Rust or C++ libraries to do the heavy part, like Tensorflow does. This is the modern way, in which Python is used, as an elegant wrapper for powerful tools.
But doing so requires some background in the language and general programming skills, so again, not suitable for beginners.

that's my opinion at least.

Best regards

Rastislav

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