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Use a client/server architecture

Open traverseda opened this issue 8 years ago • 5 comments

Exact implementation details definitely need to be discussed. But I recommend a dead-simple implementation using python 3.5's async features, which #1 allows.

traverseda avatar Apr 07 '16 13:04 traverseda

I'd like to separate this as far as possible, so that you could write a generic client in, say, golang. This means sending texture data over the wire, and minimizing client-side processing in general. Clients should render, and send controls.

traverseda avatar Apr 08 '16 07:04 traverseda

Do you intend to make it python3 only? If so, I might clean up some legacy parts.

nitori avatar Apr 08 '16 16:04 nitori

Yeah, that's the intent. I don't see a clean way to do networking otherwise.

traverseda avatar Apr 08 '16 17:04 traverseda

If you decide not to, let me know what legacy parts stand out.

Thanks for the help either way.

traverseda avatar Apr 08 '16 17:04 traverseda

Our core datatype is a key value store, so something like

http://symas.com/mdb/

might let as do reasonable multi-server gameworlds.

traverseda avatar Apr 20 '16 03:04 traverseda