[Twisted-Python] "3D Game Using Twisted?", or: "Ach du lieber..."
dereks at realloc.net
Thu Mar 14 01:31:21 EST 2002
-> well, the piece of Twisted that is immediately relvant for this type of
-> application is twisted.spread - comprised of "pb", "jelly" and "banana".
-> these provide a distributed object system with marshalling, serialization,
-> networked observation and reference counting. All things that are useful for
-> building on-line games!
Very cool (although, I have to say it, I'm not really a fan of
'cute' API names. I much prefer clarity and conciseness.)
Also, twisted.spread could easily be confused with the "Spread" C
library, which is also designed for use in distributed systems. It has a
somewhat different purpose, but my first thought was that twisted.spread
was a Python interface to the Spread library (which would be really useful
for Twisted, by the way). See http://www.spread.org/.
-> This technology is not optimized at the level of Quake or Tribes style
-> protocols, but it is infinitely more flexible and provide a much higher
-> level of functionality.
Unfortunately, most people _HATE_ a laggy gaming experience (i.e.,
see the "Damn Lag" T-Shirt at ThinkGeek.com). For my application, the
need for efficiency outweighs the other features of twisted.spread.
However, I could probably use twisted.spread for "administrative"
networking. That would be things like text messages, download of resource
files (meshes, textures, etc.), changing levels, etc. -- things that don't
need to be updated at ~70 FPS.
-> Twisted build - but maybe it could be a starting point for some pb examples?
-> I could post it somewhere if anyone is interested.
"More examples" is always better than "fewer examples" :)
Thanks for the help!
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