Python suitable for a game engine?
Alex Maranda
amaranda at nospam.com
Thu Jul 1 10:41:27 EDT 1999
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Thu Jul 1 10:41:27 EDT 1999
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> their leader is killed, etc. The events would be things such as > "create", "monster sees player", "clock tick", etc. All the functions > in the script would be callbacks written in C++, to manipulate the > monster to do things such as "patrol area", "play an animation", > "sleep for X seconds", etc. In other words, the scripts would be glue, > not the main thread of execution. you use confusing terms; I understand what you're saying, but you shouldn't use the word 'thread' for anything else than its OS meaning. You could say the 'the bulk of processing'. You might very well end up using real Python threads; don't forget in this case to release/reaquire the global interpreter lock in your C++ callbacks, if you make blocking syscalls (unlikely in a game). > > I'm been using Python for a couple of years now, and it is my favorite > scripting language. But, I don't have much experience with embedding > it in a another program, and I don't know enough about the speed > issues. So, my questions are... > > - Will Python be fast enough? Even with possibly 100 or 200 active > items on a level? Unlikely. You won't know until you try. To my knowledge UnrealScript is eventually translated to C++. > - Especially when all of the scripts will be live, and usually in the > middle of a callback? > - Should I use the interpreter in the library, or should I take an > approach of crunching the byte-codes myself? ?? Cheers, -- Alex Maranda mailto: amaranda at spider dot com Spider Software Ltd. Tel: +44 (0)131 4757036 Edinburgh, UK http://members.xoom.com/Alex_Maranda STREAMS based communications protocols for embedded systems
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