I haven't benchmarked python extensively due to the simple fact I was never 
able to get it to easily compile an executable (bgt, hi there).
That said, it really does have a huge amount of overhead, and those python 
programmers I've heard discuss it mention that a lot as the major 

From: "Damien Garwood" <dam...@dcpendleton.plus.com>
Sent: Tuesday, February 20, 2018 0:57
To: <blind-gamers@groups.io>
Subject: Re: [blind-gamers] accessible game engine

Hi John,
I initially thought that about Python, until I used NVDA.
Granted, there is a part of NVDA that is programmed in C++, but a good 90%
of it is Python-driven, and I don't find it slow in the slightest.
While I do agree that Python programs will naturally be slower due to it
being an interpreted language, the majority of slowdowns in applications is
your implementation, and I'm sure I remember the SoundRTS developer saying
that the implementation could do with a bit of tidying up.
Some interpreters do better than others. AutoIt is slower than BGT, BGT is
slower than Python, and Python is apparently 15% slower than straight
-----Original Message----- 
From: john
Sent: Tuesday, February 20, 2018 2:17 AM
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] accessible game engine

Python has numerous issues, not the least of which is its huge amount of
overhead and performance.
An example: Sound RTS is written in python. Its an awesome game, but
anything stressful (large maps) bogs down badly.

From: "Shaun Everiss" <sm.ever...@gmail.com>
Sent: Monday, February 19, 2018 21:09
To: <blind-gamers@groups.io>
Subject: Re: [blind-gamers] accessible game engine

The bgt concepts are quite old made with directx 8 tech.

Python seems to be the bgt of the future at least it could be, nvda is
after all a python 2 application, and it maybe a python3 one.

So if python2 can manage something like a screen reader or python itself
then a game should be no problem.

On 20/02/2018 12:00 a.m., Rynhardt Kruger wrote:
> The BGT argument is one I have scene a few times on this list now. It
> seams
> what we need then is all the functions of BGT wrapped up in a nice
> platform
> independent library. It could be written in something like portable C,
> with
> all the platform dependent stuff in platform specific modules, and
> bindings
> for different languages generated with Swig or something. Swig is quite
> good at generating bindings for many programming languages.
> Note: I'm not volunteering to write it, just want to get the debate going.
> Thoughts?
> Rynhardt
> On Sun, Feb 18, 2018 at 5:11 PM, Damien Garwood
> <dam...@dcpendleton.plus.com
>> wrote:
>> Hi,
>> BGT might come with many conveniences. But it also lacks many others. It
>> also isn’t indicative of real world programming. Once you realise BGT’s
>> limitations and want to move away from it, it’s much harder to do so
>> because you end up relying on it. Especially if you’re a programming
>> newbie
>> and don’t have a clue how to write audio engines, let alone audio engines
>> that can play multiple file types, whether packed or on disk, whether
>> encrypted or open. Not to mention keyboard, mouse, joystick support,
>> screenreader and SAPI support, timers, pathfinders, combination
>> generators
>> and calendars. The way I see it, scripting with something like BGT is
>> like
>> having an overprotective clingy parent that just won’t let go, whereas
>> programming something like C++ or Python wants you to bend down and kiss
>> its furry rosy smelling derriere before you can get it to work.
>> Talking from experience here.
>> Cheers.
>> Damien.
>> *From:* Josh Kennedy <joshknnd1...@gmail.com>
>> *Sent:* Sunday, February 18, 2018 2:54 PM
>> *To:* blind-gamers@groups.io
>> *Subject:* Re: [blind-gamers] accessible game engine
>> You could use BGT blind game maker toolkit, from BlastBay studios. It's
>> free.


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