Search found 5 matches

by MattSmith
Fri Jan 13, 2017 2:50 am
Forum: General/Off-Topic
Topic: The first post of 2017
Replies: 1
Views: 5889

The first post of 2017

This forum surely has seen its better days, was just checking in to see how things were coming and if a beta was coming soon. Can't wait to get my hands on it
by MattSmith
Wed Feb 04, 2015 2:22 pm
Forum: Programming Discussion
Topic: Python threading SUCKS, Multiprocesses dont (as much)
Replies: 4
Views: 7047

Re: Python threading SUCKS, Multiprocesses dont (as much)

I thought that was a known fact. Your explanation is almost true, but things are much messier than that. Your solution, though, was correct: just use multiple processes instead of multiple threads. Python's stdlib makes it relatively easy to move from one to the other. If you are really curious, th...
by MattSmith
Tue Feb 03, 2015 10:09 pm
Forum: Programming Discussion
Topic: Python threading SUCKS, Multiprocesses dont (as much)
Replies: 4
Views: 7047

Python threading SUCKS, Multiprocesses dont (as much)

This is my story of learning the hard way that python threading blows, and that its (almost) completely useless.. About 5 months ago I was hired into a crypto exchange, a fairly large one. ( cryptsy.com ) And we got to work on a new cloud mining thing that was real. ( mintsy.co ) ( Majority of 'clou...
by MattSmith
Mon Apr 09, 2012 10:03 am
Forum: Programming Discussion
Topic: Multiplayer movements
Replies: 6
Views: 2903

Re: Multiplayer movements

A lot of games sends structures instead of formats, it looks like this : struct PlayerStartedMoving { char type;// without this server couldn't recognize what structure are we sending. char dir; } struct PlayerStopped { char type; short XPos; short YPos; } ... if( player_pressed_a_key_and_is_able_t...
by MattSmith
Sun Apr 08, 2012 11:16 pm
Forum: Programming Discussion
Topic: Multiplayer movements
Replies: 6
Views: 2903

Re: Multiplayer movements

Well, it depends what kind of multiplayer you are developing. If you'd like to do mmo then it would be near impossible to send all the packets for every player to every other player and so forth. This is why you'd send the data to the server. And the server sends the necessary data back. With a 2 pl...