Hi, Also, you can do some pretty cool 3D stuff with opengl, since a lot of the hard work is done in shaders on the GPU. So using python is ok.
Check out some of the awesome 3d stuff Ian Mallett has done: http://pygame.org/tags/geometrian These action 2d games are fairly intensive: http://pygame.org/project/596/ http://pygame.org/project/991/ On Wed, Nov 23, 2011 at 8:01 PM, Christopher Night <cosmologi...@gmail.com>wrote: > Whoever said that didn't do a good job distinguishing between casual games > and huge professional games. Presumably they would also say that Flash is > too slow for making games, but that doesn't stop people from making Flash > games. > > My very rough estimate is that you can easily get Flash-level performance > from python+Pygame, and with some work you can get better-than-Flash-level > performance. You're unlikely to get C++-level performance without a lot of > work, though. Python may be too slow to write Portal 3 or something, but > I've never seen a Flash game that I thought python couldn't handle (if > someone would write a good vector graphics library for it). > > -Christopher > > > On Wed, Nov 23, 2011 at 1:35 PM, Nick Arnoeyts <nickarnoe...@gmail.com>wrote: > >> Yeah, I'm probably worrying prematurely. >> I'm very easily influenced by FUD and there are a lot of messages >> floating around that Python (and Ruby) are too slow for making games. >> >> yours truly >> armornick >> >> >> 2011/11/23 Christopher Night <cosmologi...@gmail.com> >> >>> I don't know why you would be concerned about performance in a visual >>> novel game. Aren't they pretty undemanding? I haven't played these games >>> very much, but isn't it just a series of still images (no animations) and a >>> simple GUI? >>> >>> You might want to look at a pyweek entry called Gregor Samsa. I know >>> that team put some effort into optimizing things and wound up with a >>> respectable framerate even on mobile devices running Android: >>> http://www.pyweek.org/e/tihoas/ >>> >>> But again, I feel like performance is the least of your concerns if >>> that's your kind of game. If there's some specific thing you're expecting >>> to cause low performance, maybe you can ask about it specifically. >>> >>> Good luck! >>> -Christopher >>> >>> >>> On Wed, Nov 23, 2011 at 11:46 AM, Nick Arnoeyts >>> <nickarnoe...@gmail.com>wrote: >>> >>>> 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 >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >