Re: [Audyssey] Open G3D Project

2010-07-18 Thread Ben
I have a site that I've always wanted to host and I need somewhere to put
it, can you help?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of David Mehler
Sent: 16 July 2010 00:58
To: Gamers Discussion list
Subject: Re: [Audyssey] Open G3D Project

Hi Thomas and List,
I've already got a subversion server set up for the current web
project I'm doing, it is definitely essential for me, and I agree
would be invaluable for your endeavor.
We can set up branches how you want and can give commit access to
whomever. Just let me know what you need and I'll work with you and
any other developers to set it up.
Dave.


On 7/15/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hi dave,
 Something like subversion for version control would definitely be
 essential for a project like this. Opening the engine up to public
 development means that anyone who joins the project can checkout and
 checkin changes to the engine. Initially I expect Il be the
 principle developer, but anyone skilled enough in the Open G3D core
 language will be able to join the project and post bug fixes, updates,
 etc as necessary. Plus we might have to have special subversion
 branches for Windows, Mac, and Linux depending on weather or not we
 need to support platform specific APIs like Sapi, Speech-Dispatcher,
 and things like that.
 Il know more about what I need when we figure out language,
 features, and so on. Thanks for the offer. Il drop you a line off
 list as soon as I know more.

 Cheers!




 On 7/15/10, David Mehler dave.meh...@gmail.com wrote:
 Hello Thomas and List,
 I'm not a programmer unless you count web pages, but I'd like to say I
 think this is a great idea! I've got resources I can make available to
 game developers for alternative windows platforms, ranging to the
 ability to compile code on any Linux you might want, thanks to virtual
 machines, to a dedicated Internet Server I can do as I please with,
 and would be more than willing to set up accounts, version control,
 web sites, compile code, whatever.
 Just my two cents.
 Dave.


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Re: [Audyssey] Open G3D Project

2010-07-18 Thread Ryan Smith
Hi Thomas,
This sounds pretty interesting. At RS Games, we are in the process of
beta testing a client that will allow users to play Monopoly (as well
as Uno, and several other games) through a protocol we created,
written in Python, using  wxPython, PyGame, and Pyttsx (which
automatically detects and uses Sapi, Speech-Dispatcher, or the
NSSpeechSynthesizer.). These tools have really simplified the work
necessary to cross-platform game development. This is a fantastic
option for games we host on our server, as they will mainly be
multiplayer card and board games. But for something like your engine,
Python might not be fast enough, and it would require a complete
re-write.

I've had some experience with the Mono framework, and it has been
mainly positive. I'm not sure how hard it is to get speech output on
Linux/Mac working, as I haven't spent too much time on it, but it is a
must have feature. I should also mention that I think Mono is the best
solution here.

If you take the C++ route, most mainstream game engines allow Lua
scripting. I like Lua, but I've been looking at the AngelScript (which
does run on Linux and Mac) documentation, and it might be easier to
integrate into your engine.

Network support is certainly a nice feature to have, but there are a
few things I have to say about it. I don't find multiplayer games
appealing where you have to type in someone's IP address. While it
wouldn't be that hard to create a simple server to create a lobby (to
just transfer IP addresses. The game will still be P2P connection.),
this project is aimed at new and experienced programmers. Another
thing is that in order to make a fast-paced game, you need to use the
UDP protocol. UDP doesn't do anything to ensure datagrams are sent
reliably. Therefore, UDP is considered unreliable, as datagrams may go
missing, be duplicated, or be out of order. This can pose a serious
issue if the programmer isn't careful, as a die datagram may arrive at
the destination before a final shot datagram arrives. However, UDP is
used in many online games, because it is much faster than the other
option, TCP. TCP is slower because it is reliable and the packets
arrive in order (if packets arrive in the wrong order, TCP will buffer
the data that it out of order until it can be sent reliably again.) We
are in luck, because to my knowledge, SDL_Net supports both TCP and
UDP.

Other things to consider is what license it would be under (I
recommended the GPL), and what kind of versioning software will be
used (I recommend subversion).

Another thing I really like about this project is that it is open
source. Assuming you go the .NET route, I'm sure there are quite a few
developers who would be interested in improving and helping to get the
engine run well. C# is a really great language, and I am definitely
excited about this project.

-Ryan





On Thu, Jul 15, 2010 at 6:54 PM, Thomas Ward thomasward1...@gmail.com wrote:
 Hi everyone,
 Since we have been doing a lot of talking about game engines and
 toolkits like BGT I thought I’d bring up one of the current projects I
 have in the wings. I’d like to get some end user feedback and
 suggestions on it as I plan for this to be more or less a community
 driven project not only to help aspiring game developers to get
 started with creating games, but also to begin cross-platform
 development of games for currently unsupported operating systems like
 Mac OS and Linux as well as the latest Windows releases too.
 The project is named Open G3D. That basically stands for Open Genesis
 3D. A purely open source and free version of the Genesis engine that
 will be cross-platform as well as uses open source APIs such as SDL
 for game development. That’s the basic overview.
 However, before I begin releasing beta versions of the engine it would
 be helpful to know what features you potential game developers would
 like to see in the engine. For example, I have two different versions
 of the Genesis Engine.
 The first is the newer C++ version of the engine that is currently
 written in pure C++ which could be ported to Mac OS and Linux via SDL,
 OpenAL, and other open source libraries, but would be more difficult
 to program/use since it is written in pure C++. The Disadvantage here
 is that you would have to manually compile it on every single
 operating system and platform you intend to support. So if you wanted
 to support Mac OS  and didn’t have a Mac, for example, you couldn’t
 support the Mac platform until you purchase a Mac and use the Mac
 C/C++ development tools. This is, in my opinion, the principle problem
 with using C or C++ for serious cross-platform development.
 The other issue is at this time I haven’t added a user friendly
 scripting engine to the game, such as BGT has, so at the current
 moment if you don’t know C or C++ you can’t easily use the engine. I
 could easily fix this by creating a self-contained core like BGT and
 then use an open source script language like Lua to give the 

Re: [Audyssey] Open G3D Project

2010-07-18 Thread Thomas Ward
Hi Ryan,
Yeah, That’s pretty much why I was thinking of using C# .Net with the
Mono Framework rather than port the C++ version of the engine to Mac
OS, Linux, etc. Mono seems to be fairly stable, and I’ve used it
myself a number of times for cross-platform projects between windows
and Linux. It is not perfect, but is probably the easiest solution in
terms of developing cross-platform applications without a lot of
overhead.
Plus I know that C# .Net is a fairly straight forward and simple
programming language to use. It borrows some concepts as well as the
C-Style syntax from C++, but without all the extra overhead,
complications, and headaches to go with C++. I know the moment I began
converting Genesis from C# to C++ it took quite a long time to do the
code conversions just because of all the extra little steps involved
in getting something done.
For example, in the .Net Engine I had a simple Speech class that
wrapped the SAPI 5 library Speechlib.dll. That was pretty easy to do
because the String  class automatically can convert ascii strings into
Unicode on the fly so no conversions had to be done on my part. Of
course, with C++ nothing is quite that simple.
In my C++ speech class I basically had to create a Speak() function
that wraps the SAPI library and converts a standard C-style ascii
string into Unicode before passing it to the SAPI speak function. I
can’t remember but it was a good 10 to 12 lines of code to take a
standard character string, get the length, create an Unicode string
variable of equal length, convert the string from multibite to wide
char, pass the converted string to the Unicode string variable, and
then finally give it to SAPI to speak. In my opinion that’s just a bit
ridiculous and a lot of unnecessary work just to give one of
Microsoft’s com based libraries a simple string of text. However, that
is the way it is since Windows XP on up are all heavily Unicode based
so we are stuck with doing those kinds of lengthy code conversions
from ascii to Unicode in C++. Fortunately, .Net languages using Mono
or the .Net Framework don’t have to mess with that hassle.
As far as Python goes I just don’t know. I am sort of bias towards the
language primarily because I like C-style languages like C++, C#, and
Java as I like the C-style syntax. I’ve never gotten use to Python’s
loose free style format where you just use spacing to keep track of
blocks and statements. I always get lost without some kind of comment
to tell me where a block of code ends and where a new one begins. It
is just things like that which irritate me when working with Python so
that’s not really my first choice that’s for sure.
However, as for network programming I agree that UDP would be my first
choice. To my knowledge SDL supports UDP so that’s not a big deal. I
imagine we can look at that aspect of the engine when and if we get
that far with it.
I’m glad you are excited about this project as I was beginning to
think that people weren’t that interested in it. I know that the Linux
and Mac user base is way smaller than the Windows user base, but I
thought those users would be happy to hear about an engine being aimed
at those platforms. So far response has been pretty much limited to a
couple of Mac users and a couple of programmers like yourself.
Everyone else appears not to care to much about it. It is a bit
discurraging not to have much feedback on this project.


Cheers!

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Re: [Audyssey] Open G3D Project

2010-07-18 Thread weisi4u
Hi there,

Well, I am excited on that project as well. I will be buying myself a mac, 
probably next year. I would love to play, and program games on there, and make 
them publicly available. So, I am really looking forward to it.

Kevin



- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 18 Jul 2010 15:56:49 -0400
Subject: Re: [Audyssey] Open G3D Project

 Hi Ryan,
 Yeah, That’s pretty much why I was thinking of using C# .Net with the
 Mono Framework rather than port the C++ version of the engine to Mac
 OS, Linux, etc. Mono seems to be fairly stable, and I’ve used it
 myself a number of times for cross-platform projects between windows
 and Linux. It is not perfect, but is probably the easiest solution in
 terms of developing cross-platform applications without a lot of
 overhead.
 Plus I know that C# .Net is a fairly straight forward and simple
 programming language to use. It borrows some concepts as well as the
 C-Style syntax from C++, but without all the extra overhead,
 complications, and headaches to go with C++. I know the moment I began
 converting Genesis from C# to C++ it took quite a long time to do the
 code conversions just because of all the extra little steps involved
 in getting something done.
 For example, in the .Net Engine I had a simple Speech class that
 wrapped the SAPI 5 library Speechlib.dll. That was pretty easy to do
 because the String  class automatically can convert ascii strings into
 Unicode on the fly so no conversions had to be done on my part. Of
 course, with C++ nothing is quite that simple.
 In my C++ speech class I basically had to create a Speak() function
 that wraps the SAPI library and converts a standard C-style ascii
 string into Unicode before passing it to the SAPI speak function. I
 can’t remember but it was a good 10 to 12 lines of code to take a
 standard character string, get the length, create an Unicode string
 variable of equal length, convert the string from multibite to wide
 char, pass the converted string to the Unicode string variable, and
 then finally give it to SAPI to speak. In my opinion that’s just a bit
 ridiculous and a lot of unnecessary work just to give one of
 Microsoft’s com based libraries a simple string of text. However, that
 is the way it is since Windows XP on up are all heavily Unicode based
 so we are stuck with doing those kinds of lengthy code conversions
 from ascii to Unicode in C++. Fortunately, .Net languages using Mono
 or the .Net Framework don’t have to mess with that hassle.
 As far as Python goes I just don’t know. I am sort of bias towards the
 language primarily because I like C-style languages like C++, C#, and
 Java as I like the C-style syntax. I’ve never gotten use to Python’s
 loose free style format where you just use spacing to keep track of
 blocks and statements. I always get lost without some kind of comment
 to tell me where a block of code ends and where a new one begins. It
 is just things like that which irritate me when working with Python so
 that’s not really my first choice that’s for sure.
 However, as for network programming I agree that UDP would be my first
 choice. To my knowledge SDL supports UDP so that’s not a big deal. I
 imagine we can look at that aspect of the engine when and if we get
 that far with it.
 I’m glad you are excited about this project as I was beginning to
 think that people weren’t that interested in it. I know that the Linux
 and Mac user base is way smaller than the Windows user base, but I
 thought those users would be happy to hear about an engine being aimed
 at those platforms. So far response has been pretty much limited to a
 couple of Mac users and a couple of programmers like yourself.
 Everyone else appears not to care to much about it. It is a bit
 discurraging not to have much feedback on this project.
 
 
 Cheers!
 
 ---
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Re: [Audyssey] Open G3D Project

2010-07-18 Thread Thomas Ward
Hi Kevin,
Yeah, I’ve been seriously looking at buying a Mac myself. That’s where
a good game engine would come in handy for quickly creating games for
the platform via mono and the C# .Net language. My only question would
be how speech friendly the Monodevelop IDE would be on Mac. I know it
works fine on Windows and on Linux, but have no idea how Mac’s screen
reader, Voice Over, handles it.
I suppose worst case scenario is a Mac developer could use the Mac
text editor to write the code and then compile the code in the
terminal with the mono commandline tools. Not as user friendly,
perhaps, but certainly doable if Monodevelop turns out to be not as
speech friendly on Mac OS as on Linux or Windows.

Cheers!




On 7/18/10, weis...@googlemail.com weis...@googlemail.com wrote:
 Hi there,

 Well, I am excited on that project as well. I will be buying myself a mac,
 probably next year. I would love to play, and program games on there, and
 make them publicly available. So, I am really looking forward to it.

 Kevin

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Re: [Audyssey] Open G3D Project

2010-07-15 Thread David Mehler
Hello Thomas and List,
I'm not a programmer unless you count web pages, but I'd like to say I
think this is a great idea! I've got resources I can make available to
game developers for alternative windows platforms, ranging to the
ability to compile code on any Linux you might want, thanks to virtual
machines, to a dedicated Internet Server I can do as I please with,
and would be more than willing to set up accounts, version control,
web sites, compile code, whatever.
Just my two cents.
Dave.


On 7/15/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hi everyone,
 Since we have been doing a lot of talking about game engines and
 toolkits like BGT I thought I’d bring up one of the current projects I
 have in the wings. I’d like to get some end user feedback and
 suggestions on it as I plan for this to be more or less a community
 driven project not only to help aspiring game developers to get
 started with creating games, but also to begin cross-platform
 development of games for currently unsupported operating systems like
 Mac OS and Linux as well as the latest Windows releases too.
 The project is named Open G3D. That basically stands for Open Genesis
 3D. A purely open source and free version of the Genesis engine that
 will be cross-platform as well as uses open source APIs such as SDL
 for game development. That’s the basic overview.
 However, before I begin releasing beta versions of the engine it would
 be helpful to know what features you potential game developers would
 like to see in the engine. For example, I have two different versions
 of the Genesis Engine.
 The first is the newer C++ version of the engine that is currently
 written in pure C++ which could be ported to Mac OS and Linux via SDL,
 OpenAL, and other open source libraries, but would be more difficult
 to program/use since it is written in pure C++. The Disadvantage here
 is that you would have to manually compile it on every single
 operating system and platform you intend to support. So if you wanted
 to support Mac OS  and didn’t have a Mac, for example, you couldn’t
 support the Mac platform until you purchase a Mac and use the Mac
 C/C++ development tools. This is, in my opinion, the principle problem
 with using C or C++ for serious cross-platform development.
 The other issue is at this time I haven’t added a user friendly
 scripting engine to the game, such as BGT has, so at the current
 moment if you don’t know C or C++ you can’t easily use the engine. I
 could easily fix this by creating a self-contained core like BGT and
 then use an open source script language like Lua to give the open
 source game developer something easier to tackle as well as speed up
 development time However, on the good side writing the Open G3D engine
 in C/C++ you have full access to native libraries such as
 Speech-Dispatcher on Linux, Sapi 5 for Windows, and the Mac OS Speech
 API. Not to mention access to the default graphical toolkits like GTK,
 Win32, or Cocoa. All are things that would probably be a good idea to
 have, but not exactly cross-platform friendly.  SDL has its own GUI to
 use instead so supporting individual graphical interfaces isn’t
 necessary most of the time.
 With C/C++ you can get better game performance, but usually at the
 cost of doing your own memory management or clean up. As pointers etc
 are an advanced programming technique and this is intended to be a
 community project I see this cutting both ways. Good in a way but bad
 for newbies in a big way.
 The other version of the engine is the .Net version of the game engine
 which MOTA used clear up to beta 10. It was written in C# .Net and is
 more or less stable except for Managed DirectX which could be removed
 and replaced with an open source API like SDL easy enough. It is
 already fairly along in development and with perhaps a month or so of
 work could be ported over to the open source Mono Framework and SDL
 which is cross-platform. This is in my opinion probably the best
 choice and solution for something like this.
 For one thing since Mono is open source and is supported on Mac,
 Linux, and Windows you don’t need to recompile your application to run
 the game on Mac, Linux, or Windows. You create it in the Monodevelop
 IDE, compile it for either 32bit or 64bit mono, and that’s it. Someone
 downloads and installs your game and runs it provided they are using
 the same version of Mono for their platform you are. This makes the
 task of creating open source games that you build once run anywhere is
 why runtime environments like this are important for software
 developers. It simplifies the task a lot.
 The other reason I think this is a good idea is the .Net languages
 like C# are very newbie friendly and are far simpler to learn and use
 than C++. You don’t really need a scripting language when using C# as
 the language is pretty simple in of itself. Plus having something like
 the Mono Framework it wraps the core libraries of Windows, Mac, and
 Linux 

Re: [Audyssey] Open G3D Project

2010-07-15 Thread Thomas Ward
Hi dave,
Something like subversion for version control would definitely be
essential for a project like this. Opening the engine up to public
development means that anyone who joins the project can checkout and
checkin changes to the engine. Initially I expect I’ll be the
principle developer, but anyone skilled enough in the Open G3D core
language will be able to join the project and post bug fixes, updates,
etc as necessary. Plus we might have to have special subversion
branches for Windows, Mac, and Linux depending on weather or not we
need to support platform specific APIs like Sapi, Speech-Dispatcher,
and things like that.
I’ll know more about what I need when we figure out language,
features, and so on. Thanks for the offer. I’ll drop you a line off
list as soon as I know more.

Cheers!




On 7/15/10, David Mehler dave.meh...@gmail.com wrote:
 Hello Thomas and List,
 I'm not a programmer unless you count web pages, but I'd like to say I
 think this is a great idea! I've got resources I can make available to
 game developers for alternative windows platforms, ranging to the
 ability to compile code on any Linux you might want, thanks to virtual
 machines, to a dedicated Internet Server I can do as I please with,
 and would be more than willing to set up accounts, version control,
 web sites, compile code, whatever.
 Just my two cents.
 Dave.


---
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Re: [Audyssey] Open G3D Project

2010-07-15 Thread David Mehler
Hi Thomas and List,
I've already got a subversion server set up for the current web
project I'm doing, it is definitely essential for me, and I agree
would be invaluable for your endeavor.
We can set up branches how you want and can give commit access to
whomever. Just let me know what you need and I'll work with you and
any other developers to set it up.
Dave.


On 7/15/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hi dave,
 Something like subversion for version control would definitely be
 essential for a project like this. Opening the engine up to public
 development means that anyone who joins the project can checkout and
 checkin changes to the engine. Initially I expect I’ll be the
 principle developer, but anyone skilled enough in the Open G3D core
 language will be able to join the project and post bug fixes, updates,
 etc as necessary. Plus we might have to have special subversion
 branches for Windows, Mac, and Linux depending on weather or not we
 need to support platform specific APIs like Sapi, Speech-Dispatcher,
 and things like that.
 I’ll know more about what I need when we figure out language,
 features, and so on. Thanks for the offer. I’ll drop you a line off
 list as soon as I know more.

 Cheers!




 On 7/15/10, David Mehler dave.meh...@gmail.com wrote:
 Hello Thomas and List,
 I'm not a programmer unless you count web pages, but I'd like to say I
 think this is a great idea! I've got resources I can make available to
 game developers for alternative windows platforms, ranging to the
 ability to compile code on any Linux you might want, thanks to virtual
 machines, to a dedicated Internet Server I can do as I please with,
 and would be more than willing to set up accounts, version control,
 web sites, compile code, whatever.
 Just my two cents.
 Dave.


 ---
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 gamers-unsubscr...@audyssey.org.
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 All messages are archived and can be searched and read at
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 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Open G3D Project

2010-07-15 Thread Thomas Ward
Hi Travis,
Actually, I've tried SFML before and it is a pretty nice open source
API. I was actually considering it for the Genisis 3D engine
initially, when I was thinking of going cross-platform, but I was
under the belief that the Mac OS X SFML binaries were not being
regularly maintained like the Linux and Windows versions were, but I
can see that they have just released a version of SFML 1.6 for Mac,
Linux, and Windows so I guess they found a Mac dev to take over that
part of the project. Also while developing the early C++ port of
Genesis 3D I did find some disadvantages in the API itself.
For starts while the sfml-audio library supports OpenAL it is
incomplete. There are a number of OpenAL functions and features it
didn't completely wrap which means someone else would either have to
upgrade sfml-audio themselves or just use OpenAL directly to get full
functionality. That's one drawback I noticed right off.
The other disadvantage is that most Linux distros ship with SDL 1.2.
That's kind of the default API for the platform. It is not the best,
SFML is better over all, but that is what the Linux comunity has
chosen as default.  As I am looking at Open G3D primarily from a Linux
point of view I'm wondering if sticking with SDL might be the better
choice in terms of not having to install a bunch of extra libraries
like SFML when SDL comes with the OS already.
The other I just don't know about. I know they have a version of SFML
for .Net developers, but according to the docs it appears it is a
Windows only library. they don't make any mention of Mono for
cross-platform development. If I decide to upgrade and use the .Net
Genesis 3D engine for cross-platform development compatibility with
mono would be essential and I know SdlDotNet 1.6 could do that as the
docs specifically give directions for monodevelop, and I have written
a few sample projects with SDL and Mono and it works fine together. Of
course, if we decide C/C++ and then this issue would be pretty mute.

As for using VMWare etc I know all about that as I have done it many
many times for cross-compiling projects etc myself. Still if writing
it in C# .Net and basing it on the Mono Framework, SDL, etc I could
save the game developer a lot of time and effort having to use VMWare,
Cloud, etc to virtualize a bunch of operating systems just to
cross-compile games etc. That makes it too much effort when with Mono
you can easily build once and run anywhere provided you don't have to
make changes like path variables and so on. With save game files etc
the developer would likely have to change some variables etc, but that
isn't too hard.

P.S.

SFML uses OpenGL for graphics. As that is the best graphics toolkit
out there for open source games that only makes sense.

Cheers!



On 7/15/10, Travis Siegel tsie...@nfbcal.org wrote:
 One cross-platform library you should take a look at is sfml (simple
 fast multimedia library) it's license is such that you can use it for
 anything at all, freeware, opensource, commercial, and anything in
 between, without even the need to mention it in the docs, though of
 course, the developers would appreciate a mention nonetheless.
 It works really well on osx, though I've not tried it on any other
 platforms yet.
 It has 3d audio functions, so no wrapper would be necessary, it
 supports joysticks, mouse, music, sound, graphics, (though I don't
 know how accessible the graphic outputs are) I think it uses openal
 for it's graphical output, but I could be wrong on that, since osx
 comes with both open gl and openal built in, it's of course not
 included with the sfml distribution for the mac, so not positive which
 it uses.
 But, in any case, I know folks are using it for some rather hefty
 projects, and the nice thing there is that you need to compile the c++
 code for each platform, but you won't need to change the code when
 doing so.
 To me, that's a huge plus.  There's ways of getting access to virtual
 machines (such as through amazon's cloud interfaces) so a developer
 need not actually own machines with the target os on them just to do a
 compile of some code.
 I'm sure there's places where sfml falls down, but I'm only using it
 for simple stuff at the moment, and so far, it's handled everything
 I've thrown at it, including voice chat in your games, which comes as
 a sample client/server app with the sfml libs.  Quite the nice touch
 there.  It of course requires modifications to be a full-blown client/
 server model and usable in realtime games, but it's really not all
 that difficult to mod for that purpose, so even new developers can get
 up and running with some pretty sophisticated stuff in their apps
 pretty quickly.

 Anyway, don't know if you already know about sfml, but just in case,
 there it is, it can be found at www.sfml-dev.org.
 Enjoy.

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