note
Anonymous Monk
Although it may seem "obvious" that each player of an MMPG should be "a thread," that isn't what you should do ... no more than you should have a separate thread for each connected user to a website. Connected users are, say, a TCP/IP port. The game itself is a state-machine. The amount of time required to resolve the effect of anyone's move is a few microseconds: moves can be processed effortlessly one-at-a-time with a queue by one thread. (If you want a Perl analogy, look at [mod://POE].) And on this point, save yourself trouble: MMPGs are a dime a dozen and so are engines designed to run them. You don't need to write a Perl program from scratch to do such a thing.
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