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.
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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/><
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Michael Rybak mailto:[EMAIL PROTECTED]
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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###
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/><
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'm a bit tired of getting
all info from debug output and exceptions
SDA> --
SDA> Steven
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Michael Rybak mailto:[EMAIL PROTECTED]
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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
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 :(
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Michael Rybak mailto:[EMAIL PROTECTED]
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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
http://kassiopeia.juls.savba.sk/~garabik/ |
gn20kjss> | __..--^^^--..__garabik @ kassiopeia.juls.savba.sk |
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gn20kjss> Antivirus alert: file .signature infected by signature virus.
gn20kjss> Hi! I'm a signature virus! Copy me into
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
>
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
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