Kris Schnee kirjoitti:
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.
Yep Croquet is p2p, has Squeak roots (I'm sure that rings some bells on
this list). The protocol is called Tea Time iirc :)
Didn't know that about Minecraft, interesting.
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
Yep Opensimulator is a traditional server, or at least currently only
used like that. It is somewhat a generic framework for making 3d apps,
but is now used as a server for clients talking the SL protocol.
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.
Yah reportedly Croquet runs at the FPS of the slowest participant. I
haven't tested it personally yet, have just been happy to see cool
videos if their smalltalky stuff .. like being able to right-click any
object in the scene and start editing it's code in some funky embedded
editor, save changes, and have the environment recompile(?) and run the
modified version .. of the simple 3d object which you just touched.
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?
Indeed, though also in MUDs the action is very fast, so is the prob much
different? ;)
We are working on a project called realXtend, which originally started
as a prototype with a modified second life (tm) viewer and opensim
server, adding some new packets to the protocol to support features like
meshes .. we use ogre for rendering. We have now written a new
implementation of it from scratch, called Naali, where can use the same
code as client and server, and for the app code the protocol used is
somewhat invisible. Are currently using traditional client-server setup,
but somewhat interested in p2p and perhaps will test something with that
at some point .. not in near future (coming months) though. BTW Naali
embeds py and js so you can write games and new protocol implementations
in e.g. python :) . This work is why I know opensim(ulator) (we use it
as the server, when not using Naali itself as a small light alternative)
and should study Croquet more too..
~Toni