Michael Rybak wrote:
>  That's the problem - "or a player input comes in". As I've explained,
> this happens a dozen of times per second :(. I've even tried not
> checking for player's input after every frame, but do it 3 times more
> rare (if framecount % 3 == 0 : process_players_input()). Well, I've
> already got it that I shouldn't tie this around framerate, but
> nevertheless...

There's the key.  How are you processing network input, specifically 
retrieving it from the socket?
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