pycraft
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Use a client/server architecture
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.
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.
Do you intend to make it python3 only? If so, I might clean up some legacy parts.
Yeah, that's the intent. I don't see a clean way to do networking otherwise.
If you decide not to, let me know what legacy parts stand out.
Thanks for the help either way.
Our core datatype is a key value store, so something like
http://symas.com/mdb/
might let as do reasonable multi-server gameworlds.