Whenever I think of networking I get depressed. The only thing I have ever done so far with networking was junk like "Hello world, through a socket!".
This is how I wish I could do networking with pyagme #Setting up a connection link = pygame.net.connection(address) #address is either a string with an IP address or an URL. #Checking for data net_events = pygame.event.get(NET_DATA) print net_events[0].source, "sent: ", net_events[0].data #Checking for errors net_events = pygame.event.get(NET_ERROR) foreach event in net_events: print event.source, event.error_type #error_type can have values like "connection refused", "connection lost", "ping timeout"... #Sending data link.send_data("B7 B6") #Moving a piece from B7 to B6 #Closing a connection link.close() But I guess we don't have anything that simple, do we? -Thiago On Sat, Apr 26, 2008 at 11:17 AM, Patrick Mullen <[EMAIL PROTECTED]> wrote: > Well yes, LAN makes this easier, because you can pick a latency to > work with and it will be fairly consistent. With a consistent > latency, you can send a message like: "bullet will be here by the time > you get this message" and it should be fairly accurate. Unfortunately > there is currently no networking built into pygame, and yes I think > there were some people working on such a thing. I think your best bet > at this point is to use something like twisted or raknet and build > your own scheme that fits your game. >