MV3D is a virtual world and multi-player game framework for use with Python. It was designed with scalability in mind and is able to distribute a world across as many servers as needed while dynamically balancing the load. The simulation framework is not specifically slanted towards any one genre of online game or virtual world, and can just as easily be used for a space game as a fantasy setting. Objects on an MV3D server can be simulated using the ODE physics engine for realistic interactions. A single server is able to host thousands of of simulated objects. The client works with both the Ogre3D and Panda3D renderers.
antioch is a Web application for building scalable, interactive virtual worlds. Begun as a MOO-like system for building virtual worlds, the goal was to take the LambdaMOO approach to creating online worlds, and update it in hopes of attracting new players to an old idea. Like many MOO clones before it, antioch uses Python as its internal scripting language. This provides a powerful environment for game authors, while a flexible object model allows for creation of complex in-game objects.
Twisted is an event-based framework for Internet applications. It includes a Web server, an SMTP/POP3 server, a telnet server, an SSH server, an IRC server, a DNS server, a generic client/server pair for remote object access (Perspective Broker), and APIs for creating new protocols. It supports integration with GTK+, GTK+ 2, Qt, Tkinter, wxPython, Mac OS X (PyObjC) and Win32 event loops. It also supports TCP, SSL and TLS, UDP, Unix sockets, multicast, and serial ports. Supported protocols include HTTP, FTP, SMTP, POP3, IMAP, TOC, OSCAR (AIM and ICQ), SSH, DNS, IRC, NNTP, Jabber, SOCKSv4, Telnet, SIP (for VoIP), and XML-RPC and SOAP using external packages. Most protocols are supported as both servers and clients.
pydance is a dancing game written in Python, formerly named pyDDR. The idea is simple. There's a floor mat with arrows, and the game scrolls arrows up the screen to the beat while playing a song. When the arrows reach the top of the screen (not sooner and not later), the player hits the corresponding arrow on the pad, and given that it's hit on time with the beat, points are scored. Based on how well the dance is put together, s/he is graded at the end of the song. Both keyboard and mat play are supported.