Is the KXG Engine Right for You?¶
The KXG game engine provides a framework for writing multiplayer games. To help you decide if this engine is appropriate for your game, this page will explain how the engine works and what problems it’s meant to solve, list some things the engine doesn’t do and some libraries you can use to do them, and discuss the assumptions and trade-offs that the engine makes.
How the engine works¶
One of the most difficult parts of writing multiplayer games is making sure
that all the clients stay in sync with the server, so making this easier is a
primary focus of the game engine. The engine approaches this problem by only
allowing the game state to change if it can ensure that the same change will be
made to the state of every participating client. To do this, the engine
provides a class called
kxg.World that represents the entire state of
the game. The server and each participating client all have their own worlds.
To keep the worlds in sync, the game engine only allows the world to be
modified in two ways:
The world can update itself.
Any player can submit a message to the engine. The engine will ensure that that message is executed by each participating game.
Having the worlds update themselves is safe, because they should be mostly in sync to start with. The worlds can drift out of sync due to slight differences in timing and whatnot, but this can be fixed by sending periodic synchronization messages. Having players initiate changes to the worlds is potentially more dangerous. The game engine handles this by requiring you to encapsulate these changes in message objects that can be vetted by the server and relayed to each participating client. The game engine also does a lot to make sure that:
You can’t modify the world in an unsafe way. If you try to, the engine will display a verbose and explanatory message before crashing your game.
It’s easy to register callbacks for any kind of message from any part of the game that might need to react to one.
The objects that make up the game world (called tokens) can be easily and efficiently included in messages.
Single-player games are seamlessly supported and that you don’t have to write any code that is network-aware.
What the engine doesn’t do¶
The KXG game engine tries to follow the Unix philosophy of doing one thing only and doing that thing well. The game engine’s “thing” is providing a framework for keeping multiplayer games in sync, and by extension managing the game loop. Anything else that you might need to write a game should be provided by another library. For example, the following features are not part of the game engine:
Graphics: There are already a number of well-established python graphics libraries for games, and which one you’d use depends on what kind of game you’re writing. The game engine is not a graphics library itself, but it’s unobtrusive when it comes to using third-party graphics libraries:
pyglet— A graphics library based on OpenGL. Pyglet provides a nice high-level interface to OpenGL, but it also exposes the canonical low-level interface. The game engine actually depends on pyglet (on its main loop, not its graphics), so it’s kind of the default choice.
pygame— A graphics, input, and audio library based on SDL. Pygame is easier to use and more featureful than pyglet, but it’s not as fast and only for 2D games.
glooey— A simple, configurable GUI library for pyglet.
Sprites and Steering: Many games, especially 2D ones, use the concept of sprites. A sprite is basically a (possibly animated) image that can move around the screen. Sprites often have steering behavior as well, which keeps them from running into things and allows them to flock.
Math: There are many python libraries that focus on the kind of maths that games need, like vector arithmetic, collision detection, and graph searching:
vecrec— Full-featured vector and rectangle classes.
networkx— Path-finding and graph-search algorithms.
Applicable genres of games¶
The game engine is relatively agnostic of the kind of game you’re trying to write, but it’s intended for real-time strategy (RTS) games and sometimes this intent is to the detriment of other genres. For example, the game engine uses the TCP protocol (which is slower but more reliable than the UDP protocol) to send packets over the network. This is generally a good trade-off for RTS games, but it may be too slow for first-person shooter (FPS) games. The engine also keeps the entire world in sync for all the clients, which may be impractical for really large role-playing games (RPG). You could use the engine to write a turn-based puzzle-style game, but on one hand the flexibility of the game engine’s messaging framework would be overkill and on the other you’d have to implement all the logic for keeping track of the turn yourself. It may be that a simpler library for writing these kinds of game already exists (although I am not aware of one).
In general, the game engine is best for games where players can take action at any time, but where the exact timing of those actions is not often critical.