Re[4]: 2-player game, client and server at localhost

2005-08-03 Thread Michael Rybak
, and thank you for your patience! -- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] Antivirus alert: file .signature infected by signature virus. Hi! I'm a signature virus! Copy me into your signature file to help me spread! -- http://mail.python.org/mailman/listinfo

Re[4]: need for speed

2005-08-02 Thread Michael Rybak
sorry for emailing privately, pressed the wrong reply button DLB On Mon, 1 Aug 2005 20:14:51 +0300, Michael Rybak [EMAIL PROTECTED] DLB declaimed the following in comp.lang.python: Is there a way of profiling other than manual (debug output with DLB Chapter 10 of the Python Library

Re[6]: 2-player game, client and server at localhost

2005-08-02 Thread Michael Rybak
it can't handle 10 transfers per second. And if server doesn't send user motions equal number of times to all clients, while they compute the world's status, they will happen to have different pictures :( -- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] -- http

Re[2]: need for speed

2005-08-02 Thread Michael Rybak
sorry for emailing privately, pressed the wrong reply button BD Michael Rybak a écrit : BD (snip) Is there a way of profiling other than manual (debug output with measurements and all)? Some tools? BD http://docs.python.org/lib/profile.html BD HTH Oh, wow! Manuals rule, I should have

Re[2]: using Pyro for network games

2005-08-02 Thread Michael Rybak
--- gn20kjss Antivirus alert: file .signature infected by signature virus. gn20kjss Hi! I'm a signature virus! Copy me into your signature file to help me spread! -- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] Antivirus alert: file .signature infected

Re[2]: 2-player game, client and server at localhost

2005-08-02 Thread Michael Rybak
CS Michael Rybak wrote: That's the problem - or a player input comes in. As I've explained, this happens a dozen of times per second :(. I've even tried not checking for player's input after every frame, but do it 3 times more rare (if framecount % 3 == 0 : process_players_input()). Well

using Pyro for network games

2005-08-01 Thread Michael Rybak
: g.set_status(proxy.get_status()) g.render() process_user_input(proxy, id) time.sleep(0.03) [..quit = (ESCAPE is pressed)..] if quit: break END#client.py# -- Best Regards, Michael Rybak mailto

Re[4]: 2-player game, client and server at localhost

2005-08-01 Thread Michael Rybak
/ DLB Overflow Page: http://wlfraed.home.netcom.com/ -- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] -- http://mail.python.org/mailman/listinfo/python-list

Re[2]: need for speed

2005-08-01 Thread Michael Rybak
-- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] -- http://mail.python.org/mailman/listinfo/python-list

Re[2]: 2-player game, client and server at localhost

2005-07-31 Thread Michael Rybak
/ -- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] -- http://mail.python.org/mailman/listinfo/python-list

2-player game, client and server at localhost

2005-07-30 Thread Michael Rybak
this be? Not that users will test 2 game intances communicating via localhost, but I need to make it work properly. -- Best Regards, Michael Rybak mailto:[EMAIL PROTECTED] -- http://mail.python.org/mailman/listinfo/python-list