Now that I am working on a game, using Python cPickle and Socket, i was able to create a peer to peer, symmetrical network implementation for the multiplayer aspect of the project. Using some 30 lines of Python, each player would ‘trade’ data with its peers.
I am using UDP, so it’s naturally faster than TCP/IP, but delivery is not guranteed. But for realtime games latency is the main concern, so UDP is definitely the way to go. The video shows me controlling a cube on the desktop computer (monitor to the right), it’s position data is sent across the internet* to the laptop which displays a similar cube.
Close to the end of the video, I turned off the Wi-Fi on the laptop, killing the network connection. As expected, the cube stops updating, when I turn it back on, it takes a few second to reconnect, and then the cube starts moving again.
*I route the network traffic through another computer somewhere in town to simulate a more realistic network delay.

