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 <m...@miriam-english.org>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 >