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Re: [pygame] peer-to-peer networked games
Okay, I've found some stuff that I hadn't heard of before that some of
you folks might be interested in:
VAST - http://vast.sourceforge.net
In development and has some working examples of p2p networking that can
apparently be used for massively multiplayer games. C# and some old Java
source code is is downloadable (including a firefox plugin).
Solipsis - http://solipsis.netofpeers.net
This died a while back but seems to be coming back to life. They use a
fairly simple-looking chat between 2D images that could probably be
adapted for games. The old code and webpages are still online at the
site as an archive at
http://solipsisarchive.netofpeers.net
The python source code is downloadable.
HyperVerse - http://hyperverse.syssoft.uni-trier.de
Is still in development, but doesn't appear to have any downloadable
code yet.
Making p2p virtual worlds has been anticipated by many people for almost
a decade. I'm a little surprised that it is taking so long to get off
the ground. Sure, nobody is going to make billions of dollars by owning
the choke-hold on the technology -- once it's out then it can't be
controlled. Nevertheless the same is true in some respects of the net
itself, and of p2p filesharing, and both of those are now almost
indispensable parts of modern life.
Good luck to anybody who wants to take a shot at this.
Cheers,
- Miriam
Miriam English wrote:
Hi folks,
Does anybody know of any peer-to-peer networking games?
I'm writing a story (http://miriam-english.org/stories/prescription) and
I want my character to play inside p2p networked games.
The advantages of p2p over a centralised server are that the system
can't be controlled to charge users money, the system is potentially
more reliable with less chance of the whole thing going down at once, it
should cost nothing to maintain with no expensive central servers and
each client machine also serving up a part of the world. Bittorrent
shows how distributed systems scale so much more easily than centralised
ones. P2p also has some slight disadvantages -- no wealthy mogul to
underwrite development, there is always the chance that some parts of
the shared world might be inaccessible because the machines that hold
those portions in their cache are not currently online. But those are
small problems, really.
The only way to build planet-wide gameworlds accessible to millions of
people will be through p2p networking, I believe.
I have found Hyperverse (http://hyperverse.syssoft.uni-trier.de), but it
doesn't seem to be in much more than the testing phase for some code
fragments so far.
Anybody know of anything else?
I assume pygame could do this kind of thing, however I don't know what
p2p tools any of the python networking libraries have.
Cheers,
- Miriam
--
If you don't have any failures then you're not trying hard enough.
- Dr. Charles Elachi, director of NASA's Jet Propulsion Laboratory
-----
Website: http://miriam-english.org
Blog: http://miriam_e.livejournal.com