Re: [SPAM: 4.500] Re: [pygame] Easy networking module - feedback needed

2012-07-03 Thread Szymon Wróblewski
It's already kept by Enet in separate queue which is processed by Client.step method. Moreover if you don't want network events in Pygame event queue just don't import pygame_network.events module (it will prevent generation of any events). Greetings, Szymon 2012/7/4 Greg Ewing > Ryan Hope wrot

Re: [SPAM: 4.500] Re: [pygame] Easy networking module - feedback needed

2012-07-03 Thread Greg Ewing
Ryan Hope wrote: Can someone explain to me why integrating network packets with pygame events is a good idea? It was my understanding that the pygame event buffer can only hold a limited number of events before events get lost. If this turns out to be a problem, it could be addressed by keeping

Re: [pygame] Easy networking module - feedback needed

2012-07-03 Thread René Dudfield
Here is the fastevent article: http://gameprogrammer.com/fastevents/fastevents1.html See these in src/ for details: fastevent.c fastevents.c fastevent.h On Tue, Jul 3, 2012 at 10:13 AM, René Dudfield wrote: > Because it's easy. All types of events can be handled in the same place, > making it

Re: [pygame] Easy networking module - feedback needed

2012-07-03 Thread René Dudfield
Hi, Twisted does a lot of things, but the goal of this project is easy, and simple. I don't think twisted does that for a very specific set of game style networking. People have tried to use twisted in the past with pygame (for over 7 years), but I don't think it meets the simplicity levels requ

Re: [pygame] Easy networking module - feedback needed

2012-07-03 Thread René Dudfield
Because it's easy. All types of events can be handled in the same place, making it conceptually simpler. if e.type in [NETWORK, KEYUP]: dosomething() Appropriate placing of client.step should be able to allow other events to be handled correctly without loss... I think. Network packet loss