On Thu, Feb 21, 2008 at 6:25 PM, Alec Thomas <[EMAIL PROTECTED]> wrote: > > > On 22/02/2008, Nathan <[EMAIL PROTECTED]> wrote: > > > > I'm attempting to write a simple little real-time server-client game > > where the server and client talk to each other over the network. > > > > My initial implementation uses the built-in socket module, but I can't > > find a way to flush the socket! Any suggestions for a simple way for > > fast communications, or a way to make sockets work fast? (right now, > > the sockets seem to just wait about 2 seconds, and then transmit, > > which is rather funny to watch, but not very playable). > > Try Pyraknet [1]. There are several sample projects on the site, and > raknet (a C network abstraction library) itself is a commonly used > library in gaming circles. > > As for the standard library, you probably want to look at > asyncore/asynchat. But TBH, I'd use an existing library. Networking > code is notorious for being easy to start and difficult to perfect. > > [1] http://pyraknet.slowchop.com/
Thanks for the suggestion. If twisted doesn't pan out, I'll give pyraknet a shot. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
