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
>

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