(It's a Neuromancer refrence)
A while ago I made a blog post about the use of online spaces for the development of communities, hinting at the idea of making a easy to modify game-engine type of system. Where a consistent client could connect to many very different servers. So, for example, you could connect to one server, and it'd be asteroids or something of the sort, and then you could connect to another and it'd be an RPG. This would be done through a very server-side control scheme.

Well I was dicking around making a game engine the other day, and figured I could abridge it to match this idea. So I did that. And now we've got this.

Right now it's a little less-developed than I would like it to be. And as per usual, the code is messy. But I think it makes a decent "Proof of concept" type of idea. It's got all the fundamentals of what I'd like in this sort of system, which is to say:

+ Heavy server control
+ Remote sending textures
+ Basic communication (Public chat messaging)

I'm still doing some mager work on this, so think of this as more of a "proof of concept" than a real product.

- Jarlold <3

Demo Video :

My Web Browser Sucks

You'll need to install python, pyglet, and socket-servers.
You may do this on Linux (Debian) with :
sudo apt-get install python2 python-pyglet
(Sockets and socket servers should be default packages for python 2.7)

Upcommming Features: + Raw text nodes + Optimized packet sending (better dynamic nodes) + MIME link nodes + Multiple worlds + World builder

Bug Tracking: + Chat messages are sent out of sequence on re-log + Dynamic packet sending is really a hack

Changelog: + Initial release

Git Repository (Server)
Git Repository (Client)