2-player game, client and server at localhost

2005-07-30 Thread Michael Rybak
an idea how can this be? Not that users will test 2 game intances communicating via localhost, but I need to make it work properly. -- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] -- http://mail.python.org/mailman/listinfo/python-list

Re[2]: 2-player game, client and server at localhost

2005-07-31 Thread Michael Rybak
LB> > == < DLB> > [EMAIL PROTECTED] | Wulfraed Dennis Lee Bieber KD6MOG < DLB> > [EMAIL PROTECTED] | Bestiaria Support Staff < DLB> > == < DLB> > Home Page: <http://www.dm.net/~wulfraed/>< DLB> >Overflow Page: <http://wlfraed.home.netcom.com/>< -- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] -- http://mail.python.org/mailman/listinfo/python-list

using Pyro for network games

2005-08-01 Thread Michael Rybak
ot;game" instance, is a local storage, able to render itself while 1: g.set_status(proxy.get_status()) g.render() process_user_input(proxy, id) time.sleep(0.03) [..quit = (ESCAPE is pressed)..] if quit: break END###

Re[4]: 2-player game, client and server at localhost

2005-08-01 Thread Michael Rybak
ery helpful anyway :) DLB> -- DLB> > == < DLB> > [EMAIL PROTECTED] | Wulfraed Dennis Lee Bieber KD6MOG < DLB> > [EMAIL PROTECTED] | Bestiaria Support Staff < DLB> > == < DLB> > Home Page: <http://www.dm.net/~wulfraed/>< DLB> >Overflow Page: <http://wlfraed.home.netcom.com/>< -- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] -- http://mail.python.org/mailman/listinfo/python-list

Re[2]: need for speed

2005-08-01 Thread Michael Rybak
'm a bit tired of getting all info from debug output and exceptions SDA> -- SDA> Steven -- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] -- http://mail.python.org/mailman/listinfo/python-list

Re[4]: need for speed

2005-08-02 Thread Michael Rybak
sorry for emailing privately, pressed the wrong "reply" button DLB> On Mon, 1 Aug 2005 20:14:51 +0300, Michael Rybak <[EMAIL PROTECTED]> DLB> declaimed the following in comp.lang.python: >> >> Is there a way of profiling other than manual (debug output wi

Re[6]: 2-player game, client and server at localhost

2005-08-02 Thread Michael Rybak
nd server tries sending this to all clients. So my slow client simply can't know current true status, thus has nothing to draw, because it can't handle 10 transfers per second. And if server doesn't send user motions equal number of times to all clients, while they compute the world's status, they will happen to have different pictures :( -- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] -- http://mail.python.org/mailman/listinfo/python-list

Re[2]: need for speed

2005-08-02 Thread Michael Rybak
sorry for emailing privately, pressed the wrong "reply" button BD> Michael Rybak a écrit : BD> (snip) >> >> Is there a way of profiling other than manual (debug output with >> measurements and all)? Some tools? BD> http://docs.python.org/lib/profile.html

Re[2]: using Pyro for network games

2005-08-02 Thread Michael Rybak
http://kassiopeia.juls.savba.sk/~garabik/ | gn20kjss> | __..--^^^--..__garabik @ kassiopeia.juls.savba.sk | gn20kjss> --- gn20kjss> Antivirus alert: file .signature infected by signature virus. gn20kjss> Hi! I'm a signature virus! Copy me into

Re[2]: 2-player game, client and server at localhost

2005-08-02 Thread Michael Rybak
CS> Michael Rybak wrote: >> That's the problem - "or a player input comes in". As I've explained, >> this happens a dozen of times per second :(. I've even tried not >> checking for player's input after every frame, but do it 3 times more >

Re[4]: 2-player game, client and server at localhost

2005-08-03 Thread Michael Rybak
d to client's send_user_action loop. Things became better, but still balls are spinning around the mouse pointer instead of running under it. Every time client tries moving towards the mouse, it's ball is already at another place at server, and it runs in wrong direction. Obviously, if I