On Tuesday 29 July 2008 02:06:15 René Dudfield wrote:
> Concurrent programming using an actor component based model. (note
> the website is ancient... but there is actually an active community
> there with 5 or gsoc students)
> http://kamaelia.sourceforge.net/Home
> http://yeoldeclue.com/cgi-bin/b
On Wed, 30 Jul 2008 13:41:10 +0200, Peter Gebauer
<[EMAIL PROTECTED]> wrote:
> Hi!
>
> I don't know anything about network protocols I just found this thread
> interresting enough to investigate further. Someone mentioned the enet
> library so I looked it up and it looks very promising.
>
> It do
Hi!
I don't know anything about network protocols I just found this thread
interresting enough to investigate further. Someone mentioned the enet
library so I looked it up and it looks very promising.
It does deliver low-latency communication in an easy to use way and it
shouldn't be a problem
On Tue, 29 Jul 2008 11:06:15 +1000, "René Dudfield" <[EMAIL PROTECTED]>
wrote:
> For the pygame 1.9+ release we would really like to get networking
> library routines in :) Something that's simple, and has been used
> successfully in at least 2 games( 1 by the author, and 1 by someone
> else) woul
; http://www.pygame.org/tags/multiplayer
>
>
> Tunneling over http, and using serial ports is something else to
> consider :) As is communication via camera(in) and video(out) screen
> ;)
>
>
>
> anyway... just some notes for reading.
>
>
> cu,
>
>
>
>
cu,
On Tue, Jul 29, 2008 at 9:55 AM, Noah Kantrowitz <[EMAIL PROTECTED]> wrote:
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
>> On Behalf Of Casey Duncan
>> Sent: Monday, July 28, 2008 4:46 PM
>> To: pygame-users@seul.o
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> On Behalf Of Casey Duncan
> Sent: Monday, July 28, 2008 5:13 PM
> To: pygame-users@seul.org
> Subject: Re: [pygame] Re: [OLPC-Games] PyQNet project on Launchpad
>
> On Jul 28, 2008, at
On Jul 28, 2008, at 5:55 PM, Noah Kantrowitz wrote:
TCP has many semantics that can be undesirable for some games, in
particular "guaranteed delivery" regardless of effective time of
transmission. In many real-time applications (FPS games come to
mind),
state data becomes out of date very qui
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> On Behalf Of Casey Duncan
> Sent: Monday, July 28, 2008 4:46 PM
> To: pygame-users@seul.org
> Cc: 'Games for the OLPC'
> Subject: Re: [pygame] Re: [OLPC-Games] PyQNet project on Launc
On Jul 28, 2008, at 4:49 PM, Noah Kantrowitz wrote:
[..]
https://coderanger.net/svn/school/2007/fall/egd/magnoball/
pygamenet.py
. Also a WiP.
PyQNet is split over 8 modules, but the actual number of code-lines
in
the library (excluding the tests) is pretty small (640 incl. comments
and docs
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> On Behalf Of Mike C. Fletcher
> Sent: Monday, July 28, 2008 3:44 PM
> To: pygame-users@seul.org; Games for the OLPC
> Subject: [pygame] Re: [OLPC-Games] PyQNet project on Launchpad
>
&g
Noah Kantrowitz wrote:
Mike C. Fletcher wrote:
Hi all,
Those of you who were at PyCon in Chicago for the OLPC sprint may
remember Phil Hassey's impromptu lecture on how to build a networking
API [1]. I've been hacking together a preliminary implementation of
something like that API and have
Mike C. Fletcher wrote:
Hi all,
Those of you who were at PyCon in Chicago for the OLPC sprint may
remember Phil Hassey's impromptu lecture on how to build a networking
API [1]. I've been hacking together a preliminary implementation of
something like that API and have just moved the project
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