On Nov 12, 2007 11:56 AM, Jasper <<a href="mailto:jasper@peak.org">jasper@peak.org</a>> wrote:<br><div class="gmail_quote"><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<div class="Ih2E3d">Nitro wrote:<br>> In a game you usually never send/receive huge objects. For various<br>> reasons you always try to reduce your bandwidth as much as possible. A<br>> low bandwidth implies a rather low number of objects and data.
<br></div>Actually, in my (and most) turn based strategy games, it's normal to<br>send lots of data, every turn. Not all games are realtime, with data<br>that fits easily into small packets.<br><div><div></div><div class="Wj3C7c">
<br>-Jasper<br><a href="http://twistedmatrix.com/cgi-bin/mailman/listinfo/twisted-python" target="_blank"></a><br></div></div></blockquote></div><br>For this specific use case, I would expect using a producer/consumer:<br>
<a href="http://twistedmatrix.com/projects/core/documentation/howto/producers.html">http://twistedmatrix.com/projects/core/documentation/howto/producers.html</a><br><br>However, it still seems unlikely that you'd need to transmit that much data even in a turn-based system. How many bytes are we talking about?
<br clear="all"><br>-- <br>\\\\\/\"/\\\\\\\\\\\<br>\\\\/ // //\/\\\\\\\<br>\\\/ \\// /\ \/\\\\<br>\\/ /\/ / /\/ /\ \\\<br>\/ / /\/ /\ /\\\ \\<br>/ /\\\ /\\\ \\\\\/\<br>\/\\\\\/\\\\\/\\\\\\<br> d.p.s