This series of articles is flash-based, and the examples apparently don't run, but it is a great read on all the problems you face when coding several kinds of multiplayer games, and the variety of things you can do to fix it:
http://playerio.com/documentation/tutorials/building-flash-multiplayer-games-tutorial/ Did you know that Age of Empires was actually internally turn-based, in order to avoid syncing problems? On Wed, Apr 24, 2013 at 10:48 PM, John Gordon <gor...@panix.com> wrote: > In <c6c26882-ec2e-41f9-a4c3-d403976c7...@googlegroups.com> > webmas...@terradon.nl writes: > >> i have tried and accompished an urllib connection, with get and post >> variabels, but that will be polling, with all the http-overhead for every >> poll. I think this is also to slow and no "real" updating of the game status. > > Http can still work, depending on what kind of game it is. For example > a game where only the current player can make decisions and the other > players just sit and watch (like Risk), or a game where each player submits > a move and the server applies the game rules to resolve the outcome (like > Rock-Scissors-Paper). > > But a truly interactive game would probably require something more, like > an active socket connection. > > -- > John Gordon A is for Amy, who fell down the stairs > gor...@panix.com B is for Basil, assaulted by bears > -- Edward Gorey, "The Gashlycrumb Tinies" > > -- > http://mail.python.org/mailman/listinfo/python-list -- Fábio Santos -- http://mail.python.org/mailman/listinfo/python-list