> > You may be interested by Py2Play (http://oomadness.tuxfamily.org/py2play), a >network engine i have written for Soya game (though it can be used independantly >too). It does not follow a client/server model, but rather a peer to peer model. > > In particular, the character's actions are computed and reproduced on ALL >computers. This makes cheating more difficult. > > Unfortunately, the peer to peer model does not scale very large, unless > you have some of the clients doing routing or something along those > lines. Ultimately I'd like to support thousands of players in a single > world. P2P also doesn't support persistence of objects, characters, etc.
I was thinking i was the first who use peer to peer :-( Sure i don't plan to scale to 1000 players... at least not at the beginning... but i think 50-100 is doable. For persistence, i use distributed storage; the persistent world exists as long as there is at least one player. Jiba -- Pour vous desabonner envoyez un mail a [EMAIL PROTECTED]