Alright. Thanks for your reply everyone.

I'm currently still working on a Ren'py project, but I'm probably going to
try pygame once that's finished. I'm mostly making visual novels, though,
so it's possible that I'm staying with ren'py until I reach its limits.

yours truly
armornick

2011/11/23 stabbingfinger <stabbingfin...@gmail.com>

> Hi, Armor Nick.
>
> Some common bottlenecks I've encountered:
>
> rendering many images per frame
> brute force collision checking
> computationally intensive logic and AI
> real-time image transformation
> heavy usage of images with SRCALPHA
> 2D and 2.5D layering
> particles
>
> These are easy limits to hit early on especially in scrollers,
> platformers, and bullet hell type games, or when you start adding
> environment and GFX.
>
> But there are clever techniques that pygamers have developed to deal with
> them in the form of cookbook recipes, libraries, and modules. Many issues
> can be easily mitigated by selecting a culling technique or two to reduce
> the number of things processed each game loop.
>
> Some people popping into IRC lately seem easily frustrated by these
> challenges, wanting an inefficient workload to just perform well. I can
> understand the sentiment. But I personally get an immense amount of
> pleasure from conquering these challenges. :)
>
> When I started pygame three years ago I was told you can't do a scrolling
> action-RPG: it's too much work for the CPU. Since then, computers became a
> significantly faster and several people have produced reasonably impressive
> action-RPGs, as well as other genre.
>
> For some examples one only has to look among the top places at pyweek.org,
> where pygame competes with the likes of pyglet, cocos2d, and rabbyt, all of
> which have the proclaimed advantage of 3D acceleration. It's become clear
> to me that for most hobby games the only real limitation is the
> resourcefulness of the programmer.
>
> I personally haven't yet hit a wall with Python or pygame that forced me
> to look at another framework or a natively compiled language, and I've done
> a few relatively ambitious projects.
>
> That may seem like a biased representation of Python's and pygame's
> capabilities, but I assure you it's not. A few times a year my eyes wander
> to other game development libraries or engines, but I keep coming right
> back to pygame.
>
> Hope that perspective helps.
>
> Gumm
>
>
> On Wed, Nov 23, 2011 at 6:08 AM, Chris Smith <maximi...@gmail.com> wrote:
>
>> You can use Renpy for graphic novels. SNES RPG's would be no problem. For
>> AI and other things, python might be slow but you will probably be
>> surprised how far you can go with it. It'll certainly be easier than going
>> the C++ route (although I'm not a C++ fan, to be honest... I'd use Lisp if
>> I needed the code to be faster).
>>
>>
>> On 23 November 2011 21:47, Nick Arnoeyts <nickarnoe...@gmail.com> wrote:
>>
>>> I'm actually not quite sure what I'm going to write yet. Either an RPG
>>> in the style of SNES-era Final Fantasy, or a visual novel (if you know
>>> Higurashi or Clannad). I'm not (yet) interested in 3D and I would certainly
>>> do something like that in C++.
>>>
>>> Pygame is probably fast enough for the graphics, but I was wondering how
>>> performance would be for AI and other calculations.
>>>
>>> yours truly
>>> armornick
>>>
>>> 2011/11/23 Chris Smith <maximi...@gmail.com>
>>>
>>>> You can't really compare the language C++ with the library Python.
>>>>
>>>> You could compare C++ / SDL with Python / Pygame, and probably C++
>>>> would be faster (but maybe by not as much as you think)... but it would
>>>> certainly take a lot more time to write the code.
>>>>
>>>> As to what you can do with Pygame, well it is a 2D library that I find
>>>> fast enough for most things. In some ways I think Pygame is a little
>>>> 'old-school': Pygame does not do a lot for you, but it gets out of the way,
>>>> and perhaps most importantly, it's small enough to fit in my mind but big
>>>> enough to do what I want.
>>>>
>>>> Unless you develop as part of a team you need 3D, you are unlikely to
>>>> choose a project that Pygame cannot handle in some way.
>>>>
>>>> Perhaps you could tell us more about what you wanted to write... that
>>>> would make it easier to tell you if Pygame could do this for you.
>>>>
>>>> Chris
>>>>
>>>>
>>>> On 23 November 2011 21:07, Nick Arnoeyts <nickarnoe...@gmail.com>wrote:
>>>>
>>>>> Hey everyone
>>>>>
>>>>> I was wondering what the limits of pygame performance are. What is the
>>>>> absolute maximum kind of game that can be written with it, and what kinds
>>>>> of things are better done in pure C++ than python?
>>>>>
>>>>> This is probably a question that's asked periodically on the mailing
>>>>> list, so I apologize in advance.
>>>>>
>>>>> Yours truly
>>>>>
>>>>> Armor Nick
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

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