I'm looking for a tutorial or basic sample code that does networking in the way described:
I'm trying to do something like: example: the classic game asteroids modified to have 2 player ships at the same time. I will have a group of asteroids and of bullets. My guess is that I will have (1) a server process and (2) a client process. When a player would normally fire, he tells/asks the server, which will pass any bullet spawnings onto the players. The server checks for bullet on asteroid collisions, and passes the deaths, and new spawns to the players. I don't think I have to pass any physics updates to the clients, except where there are collisions / spawns / deaths. Otherwise the clients can tell where stuff should be since they are told its velocity. How do I do this in pygame? ( Does Pygame support the libSDL sdl_net module? I didn't see it in the docs? looks like it maybe be a future feature? ) I'm planning to only use this on the LAN, maybe that will make some code simpler having minimal latency? thanks, ( hope that was coherent :P ) -- Jake