Hey, remember me?
The distributed object code is now working as I had hoped, as of this morning at about 6:30 am. If anyone ever comes across this blog (most likely by accident, by clicking in the wrong place, or if I manage to trick them into it by making a link that says "Free Pie" and instead brings them here) I want to give massive props to David Rose, of Disney Interactive, who has been absolutely instrumental in helping me understand how this stuff works.
So where is it at? I have a server, which does practically nothing but pass messages between clients. I have a starsytemAI client that currently manages all of 18 asteroids in the game. This will be grown to handle all of the "astral bodies" in the game (asteroids, stars, planets, etc). I have a Player Client (forevermore referred to as the PC) that allows you to log in fly around, and use magic to harvest minerals from the asteroids (there are no animations in place yet, so it just kinda vanishes). As asteroids get harvested, they are removed from the other clients, and if someone new logs in, the asteroids field is accurately represented.
I know that doesn't sound like much, but you don't even want to know what it took to get there...
Anyway, I am waiting for the 1.7.0 release of panda before I can start distributing code. I am using the development version right now, since it is required to support the distributed object stuff. If someone is rabidly desperate to try it out, drop me a note, and I will get everything packed up and sent off. Otherwise, 1.7 is supposed to drop in a couple weeks, and by then, I hope to have a server built and running with an IP address to connect to. Also, I want to start making player state be persistent across logins, which means a database.
Moving ever forward!