[Twisted-Python] "3D Game Using Twisted?", or: "Ach du lieber..."
jason at crash.org
Wed Mar 13 20:52:42 EST 2002
> First, a little bit about my game engine, because it's the type of
> thing you twisted Twisted people might be interested in:
That looks great!
> Also see the older shots at:
This link didn't come up for me, though...
> Also, the big piece that you may like: I've recently refactored
> the whole damn thing, and with a little help from SWIG my "engine" is
> nothing more than some Python C extensions. My "main event loop" is
> a simple Python script, and because all the [bottlenecking] rendering
> is still C, I get the ~70 FPS I was getting when the entire engine was
> pure C. But now I have Python at my disposal, mua ha ha.
> The big pieces I have left are the enemy A.I. and the networking
> code. This is a client-server engine. The light at the end of the
> is load-balanced Linux cluster (using LVS) serving up a persistent, 3D
> world (ala' PlanetSide), and maybe even me making some $$$ from a few
> hundred subscribers paying $5/month. Now you see where Twisted fits
> in --
> I'm basically shooting for twisted.reality in real-time 3D.
Welcome to the club. :-)
> Any advice is greatly appreciated. If anybody else is using
> Twisted for something similar, I'd love to hear about it.
I'm working on a similar goal -- Persistent worlds hosted in Twisted
with various 3D clients. Currently, I'm working with the Nebula Device
(http://www.radonlabs.de), which is a multi-platform general
I'm working on putting together a demo, but until then, check out the
papers which describe the approach I'm taking:
It would be useful to identify the common features between the various
game projects so we can collaborate effectively. Does the fact that you
are using Quake-style approach mean that you will want to consider the
world in terms of "levels", versus terrain chunks or "rooms"?
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