Python suitable for a game engine?
Alan Daniels
daniels at mindspring.com
Sat Jul 3 00:49:51 EDT 1999
More information about the Python-list mailing list
Sat Jul 3 00:49:51 EDT 1999
- Previous message (by thread): Python suitable for a game engine?
- Next message (by thread): Python suitable for a game engine?
- Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]
On Fri, 2 Jul 1999 10:39:35 +0100, the infinitely wise Nick (nick at NOSPAMvideosystem.co.uk) spoke forth to us, saying... [snip...] >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. >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. The only time I would consider adding threads is well after I had everything else working (and I mean EVERYTHING), and wanted to experiment around with it a bit. So far, my current plan is to use a round-robin approach to keep the script processing from varying the framerate too much, even if that means I can't use the interpreter but have to translate the bytecodes myself. The information on Lua is very useful, by the way. Thanks for this. -- ======================= Alan Daniels daniels at mindspring.com daniels at cc.gatech.edu
- Previous message (by thread): Python suitable for a game engine?
- Next message (by thread): Python suitable for a game engine?
- Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]
More information about the Python-list mailing list