Python suitable for a game engine?
Christian Tismer
Christian.Tismer at p98.f112.n480.z2.fidonet.org
Sat Jul 3 19:06:24 EDT 1999
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Sat Jul 3 19:06:24 EDT 1999
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From: Christian Tismer <tismer at appliedbiometrics.com> Nick wrote: > > The language doesn't necessarily need to support it. You could implement the > threaded system yourself in Lua, you then have more control over what goes > on. Proper threads are relatively slow in Windoze (I believe) and would be a > nightmare to debug? If Lua wasn't fast enough you could write a scheduler > with priority assessment in C/C++ and attached Lua script callbacks to this. I'm not discussing what I can write in C/C++ but what LUA has. > Personally I wouldn't dream of useing proper threads for game logic/AI I > would write a basic scheduler, it wouldn't be difficult. Grim Fandango uses > Lua as its scripting language and I think they did something along these > lines. I think Balders Gate is another game that is rumoured to use it. Which doesn't help me very much. I'd like to figure out why I should use LUA instead of Python. Please give me real facts. At the moment, I see no reason to switch, but a big advantage using Python, since I can extend it extremely. Please let me understand your point. Still unsatisfied -ly y'rs - chris -- Christian Tismer :^) <mailto:tismer at appliedbiometrics.com> Applied Biometrics GmbH : Have a break! Take a ride on Python's Kaiserin-Augusta-Allee 101 : *Starship* http://starship.python.net 10553 Berlin : PGP key -> http://wwwkeys.pgp.net PGP Fingerprint E182 71C7 1A9D 66E9 9D15 D3CC D4D7 93E2 1FAE F6DF we're tired of banana software - shipped green, ripens at home
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