In fact it s not for professional stuff or whatever but i am à huuuuge fan of python and of old school techniques such as raycasting. I have already wrote a wolfenstein clone in c using le libx. Textures and some.effects were implemented without any lag ( i can give the code if anyone is interested). So now i'd like to write à more advanced wolf/doom like using an OO approach. So i though Python of course cause it's soon sexy blablabla but maybe not adapted. So now my question is, can i write the game logic entirely in python and write the rendering part in C with OpenGL calls? Thank you in advance!
----- Reply message ----- De : "Weeble" <[email protected]> Pour : <[email protected]> Objet : [pygame] raycasting engine performances (numpy array) Date : ven., avr. 27, 2012 08:36 On Thu, Apr 26, 2012 at 1:49 PM, Nathan Biagini <[email protected]> wrote: > i dunno if i can do more "optimized" as a drawing line function... I see a moderate speed-up when replacing: asf[x][y] = 255 with: asf[x,y] = 255 Which avoids doing two layers of Python indexing for each pixel. Still, it doesn't make it fast enough to be smooth. I see a much bigger speed-up if I replace that loop with: asf[x,start:end] = 255 This shifts the whole loop into C code with no Python interpreter to slow it down. The only problem is figuring out how to express the texturing as something numpy can do do efficiently. I think it may well be possible, but I'm not enough of a numpy expert to know off the top of my head. I totally agree with Greg: only do this if it's for your own education and amusement. Raycasting on the CPU is always going to be way slower than a GPU can do, even if you can get the Python interpreter out of all the slow bits (whether that's by way of numpy, PyPy or just plain writing some C).
