Interestingly a recent post is asking about compiling .capnp files to .py, which is sort of an objective I'll have for this library as well, however in a very limited manner - the user should be able to write Python classes with class attributes that would correspond to members of an anonymous union inside a pre-defined Capnp structure. As you mentioned there, pycapnp works on capnp files, so I might be generating the final capnp file out of a template using the user-defined data - it's certainly not the "right" approach as there are probably mechanisms to manipulate the stucture in memory, but these aren't exposed in pycapnp from what I could see.
Le lundi 11 mars 2019 20:58:07 UTC+1, The Cheaterman a écrit : > > Hi Kenton, long time no see! :-) > > I'm trying to build a very basic entity synchronization system over the > wire, basically videogame netcode, out of Capnp. > > The only info I found when I search "Capnp for games" online is a post > where you compare Capnp, Protobuf, Flatbuffers and SBE. You seem to > recommend Flatbuffers for games there - can I get some insights into your > rationale? > > As you might expect from me being here, I'd really like to use Capnp for > this, because I really like it. Do you see any particular reason why I > wouldn't want to use Capnp for that kind of purpose? > > Thanks in advance! > -- You received this message because you are subscribed to the Google Groups "Cap'n Proto" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. Visit this group at https://groups.google.com/group/capnproto.
