Phython as In-Game scripting language
pehr anderson
pehr at pehr.net
Wed Feb 23 00:28:39 EST 2000
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Wed Feb 23 00:28:39 EST 2000
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I can't answer any of your technical questions, but I can point you towards a starting point. Check out http://www.alice.org They have already done some of the things you are suggesting. I don't have a windows box (and they only support directX with their current release) so I don't even know what it looks like. Report back to the newsgroup if you like it. A good example probably answers more questions than a ton of speculations. -pehr Shawn LeBlanc wrote: > > Greetings! > > Being totally new to Python and completely honest in saying that > I have no idea of what I'm doing, I had a few questions. > > My team and I are thinking about embedding Python into our > game engine on the Windows platform. The basic idea would be that the > major entities, including enemies, would have a script attached to > them to control behavior. This would allow the level/content designers > to concentrate more on the game design side of things, since > behaviors would be outside of the main game engine. Is it > possible to have multiple scripts running at the same time? > Would this involve creating multiple interpreter objects? According > to the docs, this is possible but it isn't totally safe to do. > What would be a good strategy for this? > > My other question was one of performance. Is it crazy to have > ~10 different objects with each an individual script and hoping > the game will be running at 30 frames per second? The question might not be > valid, since I'm not sure how to implement it in the first > place. > > And lastly, is it faster to call C functions in Python or vice-versa? > > with milk and cookies, > Shawn > ______________________________________________________ > Get Your Private, Free Email at http://www.hotmail.com
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