Python in game development?

Moritz Voss nospam at buzzoff.com
Thu Jul 20 08:23:42 EDT 2000


"Martijn Faassen" <m.faassen at vet.uu.nl> schrieb im Newsbeitrag
news:8l6pgt$fmc$1 at newshost.accu.uu.nl...
> In comp.lang.python Moritz Voss <nospam at buzzoff.com> wrote:
> > HOW FAST ARE THESE? <drool>
>
> Python's not amazingly fast by itself.
>
> Note that the speed of the compiler doesn't matter much; it's near
> instantaneous, but since it outputs bytecodes and you can use those,
> the speed of the interpreter is what really matters, and the interpreter
> isn't too fast.

Of course! That'S the problem. So there is not a JIT compiler style thingy
for Pyhon?


> From a game programming perspective, you can probably consider Python to
> be dirt-slow, though. The trade-off is a lot of power for speed, but
> that power can help you gain back speed because you can be a lot smarter.

Well...my python use would be for animation scriipts, micro AI scripts, and
map event scripts...maybe a little more, even.

Thanks :) So designing my own scripting language is easier.
Or: Isn't it feasibble to pull of a stunt like ID software did with their VM
files? These contain compiled C code that is loaded dynamically - and of
course is fast as hell. We currently do a lot like this with DLLs for the
Engine and Contoller modules, but maybe this is even an idea at unit level?
I'll open a thread on this... Compiled Scripts.

Thanks for the hints, though, I was jus getting started in Python :) It's
neat, but if it's slow, then it's worthless.


> Martijn






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