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
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
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
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
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