Python suitable for a game engine?
Nick
nick at NOSPAMvideosystem.co.uk
Thu Jul 1 15:28:32 EDT 1999
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Thu Jul 1 15:28:32 EDT 1999
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Don't want to put the cat amongst the pigeons but Lua (http://www.tecgraf.puc-rio.br/lua/), is a language specifically designed to be embedded and it runs about 50-100% faster than Python and is a lot more compact (30k or something). It has a lot of similarities syntactically as far as I can see. If I was to use an embedded scripting language in a game I would use Lua not Python. If I was to write tools for the game I would use Python. Cheers, Nick. Alex Maranda <amaranda at nospam.com> wrote in message news:377B7E17.5BD7 at nospam.com... >> 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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