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Use a client/server architecture #6

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traverseda opened this issue Apr 7, 2016 · 5 comments
Open

Use a client/server architecture #6

traverseda opened this issue Apr 7, 2016 · 5 comments

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@traverseda
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Exact implementation details definitely need to be discussed. But I recommend a dead-simple implementation using python 3.5's async features, which #1 allows.

@traverseda
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I'd like to separate this as far as possible, so that you could write a generic client in, say, golang. This means sending texture data over the wire, and minimizing client-side processing in general. Clients should render, and send controls.

@nitori
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nitori commented Apr 8, 2016

Do you intend to make it python3 only? If so, I might clean up some legacy parts.

@traverseda
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Yeah, that's the intent. I don't see a clean way to do networking otherwise.

@traverseda
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If you decide not to, let me know what legacy parts stand out.

Thanks for the help either way.

@traverseda
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Our core datatype is a key value store, so something like

http://symas.com/mdb/

might let as do reasonable multi-server gameworlds.

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