Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-27 Thread Thomas Ward
Hi Ken,

Oh, it depends on a number of factors. How much you plan to charge for
the game, how many platforms you intend to support, the size of your
intended target market etc.  For example, to sell a shareware game
from $10 to $20 for a single platform is $150. That's not too bad for
a developer who only wants to write games for a single platform and
plans to keep his/her prices low.   However, on the far end of the
skale if you have multiple platforms, games that cost up to $40, a
large distribution market, then you are looking at something like
$6,000 for a commercial license.  For USA Games we are looking at
about $600for a license for FMOD  which supports Linux and Windows and
let's us sell MOTA and Raceway for something like $30 each. We are
still working out the details with Firelight as the issue is
complicated as I don't want to include the API in just a single game,
but in our G3D Engine which generally is under a different type of
license than the main ones they have. However, if you just want to
release free games Firelight allows you to use the FMOD Ex API  free
of charge.

Anyway, FMOD Ex is definitely the leading audio API on the market
right now. Firelight has been doing more to promote this thing than
anybody else. On Windows they made the very good choice of making it a
standard com component which means you don't have to be strictly a
C/C++ developer to use it. They designed the Windows library in such a
way that it will work with legacy languages like VB 6  as well as the
new .Net languages.  If you are in the mind to write wrappers you
could in theory use it with Python and Java based applications as
well. Then, for Linux and Mac developers they offer a compatible C/C++
library that makes it very easy to write games for Windows, Mac, and
Linux without having to change audio APIs in the process.  All of that
is good, but the features of the API get even better.

For instance, if you use anything like DirectSound, XAudio2, OpenAL,
you have to write your own file open functions which isn't really that
fun to do. If you want to support compressed file types like mp3, ogg,
wma, etc you have to do that yourself as well. FMOD Ex has all that
built into the API from the start. Just tell it to open an mp3, wma,
ogg file, etc and it will open it up and use it. Saving developers x
man hours writing our own open/decompress functionality for our games.

If that wasn't enough it has stereo panning, 3d virtualization,  as
well as real time DSP effects like echo, low pass filters,  etc which
you can use to enhance   the sound of the games ambience. Its really
hard to compare it to anything else as it really has everything a game
dev could want and more.

Cheers!


On 4/26/11, The Addictor kenwdow...@neo.rr.com wrote:
 Oh wow!  I didn't realize it would work with VB6.  I'll have to look into
 that.  Bet it would cost a lot to buy a license to sell games with it though
 eh?
 Ken Downey
 The Addictor
 www.TheAddictor.com


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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-25 Thread Thomas Ward
Hi Hayden,

Well, your confusion is do in large part to the fact you are comparing
two different meanings of the word runtime. In general the word
runtime simply means a dependency or compiled library or executable
rrequired by a certain program. This meaning of runtime has absolutely
nothing to do with if a programming language is a native programming
language or a runtime programming language. As I'm certain what I'm
saying has royally confused you let me explain in more detail.

When we talk about programming languages they are generally divided up
into three basic catagories: low level, intermediate level, and high
level. Each of these have advantages and disadvantages and are used
for different applications of programming.

First, we have the low level programming languages like Assembly
which can be compiled into what we call a native application. What
that means is the Assembly code you typed into Notepad is converted to
machine language, also called binary, which is simply a huge string of
ones and zeros. These ones and zeros, binary, work by sending on/off
pulses to the CPU. Every time the state is 1 it is on and every time a
0 is sent that is off. If you string enough of these ones and zeros
together you can form words, graphics, music, etc. I'm not going to
explain the ins and outs of binary theory, but its enough to say that
anything you write in Assembly can be converted directly into machine
language your CPU can understand. Therefore it is a native application
and is usually very specific to the type of platform and hardware it
was designed for.

Second, we have the intermediate languages such as C and C++. This is
what most developers use today because you can still compile programs
into machine language, but the language is a lot easier to understand
than Assembly code. It allows for some more abstract ideas such as
classes, structures, unions, pointers, etc all that helps the
programmer communicate with the computer in something he/she can
understand. However, unlike Assembly a C++ compiler breaks the
compilation process down into two steps. First it converts C++ into
assembly, and then links the Assembly objects into a binary file the
CPU can understand.


Finally, we have the high level languages where Python, Java, Perl,
and the .Net languages come in. These languages are often very
readable, very easy to understand, look the most like human speech,
but they usually get compiled to what we call an intermediate
language. In other words instead of getting a binary file compiled
into machine code it is still mostly human  readable, and it requires
a seperate program, usually written in C++, to execute the code. For
example, python.exe, java.exe, perl.exe, etc are native C/C++
applications that simply executes the instructions stored in your
Java, Python, or Perl application. These runtime languages are simply
that. They require a third-party runtime program like Java, Python,
Perl, .Net, etc to be installed to run were a true native C/C++
application can run without any third-party applications.

To clarify the point. The Linux kernel, vmlinuz, is written in C. It
boots the operating system as well as handles all the low level
drivers. It can do that because C doesn't need anything else but
itself to run. You couldn't do that with Python, Java, Perl, whatever
because you can't convert the code in to machine language. They still
require a specific C or C++ application to be installed to run.

Now, I am able to answer your question more directly. In the case of
something like the Microsoft Visual C++ Runtime they aren't talking
about an actual Runtime environment like Java, Python, Perl, etc but a
set of dependencies required by apps compiled by Visual C++. The
difference here is that if I wanted too I could take my code and
compile it with MinGW or some other C++ compiler and never use the
MSVC Runtime libraries at all. Those MSVC++ Runtime libraries are just
libraries most Windows developers use to access various things when
programming Windows apps. That has nothing to do with weather C++ can
be compiled to machine language or compiled to an intermediate
language the way Java, Python, .Net, etc are. You were quite
litterally mixing apples and oranges here from a programming/technical
point of view.

HTH


On 4/25/11, Hayden Presley hdpres...@hotmail.com wrote:
 HI Thomas,
 Something that has confused me is this: obviously I am not following what
 native binary means but if C++ is not a runtime language then why do you
 end up needing to have C++ runtime libraries on your system to run an
 application written in C++?

 Best Regards,
 Hayden

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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-25 Thread The Addictor
Well, as for me, the only reason I want to learn a new language is because 
the 3d audio for Directx with vb6 sucks... real bad... and Doppler doesn't 
work, and neither do the sound cones.  I'm just not really up for learning a 
whole new language honestly.  There are things I really want to see 
programmed, but I do a lot more than program games, and I still haven't come 
up with a good protection system for Phrase Madness... or whatever the final 
name of the game will be.  I like the idea of the interactivity of Python. 
I'm just not sure I'm up to the task of learning it.  I also write books and 
have kids to raise, so I'm not bored to tears any more, the way I was when I 
was eighteen.  So the long and short of it is, if I could get some good, 
solid, foundational code--like Justin did, in another language I might 
experiment--tweak it here, change something there, and after a while have a 
whole new and better game.  Till then I'll be using both vb6 and Basic4PPC, 
and probably Basic for Droid if I ever get rich enough to buy one of those 
lol.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 23, 2011 9:28 PM
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t



AMEN Che!  I agree 100%

--- On Sat, 4/23/11, Che blindadrenal...@gmail.com wrote:


From: Che blindadrenal...@gmail.com
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t
To: The Addictor kenwdow...@neo.rr.com, Gamers Discussion list 
gamers@audyssey.org

Date: Saturday, April 23, 2011, 9:17 PM
 As a developer that looked into many
programming options before making my choice, I feel the need
to respond to this thread in order to possibly prevent other
potential programmers from being angled away from python
based on thomases post.
 I rarely post to list here, but I do check in from time to
time, so please don't take my lack of posts as any
indication that I don't stay in tune with the community I
partially serve.
 I realize thomas is seen as a voice of authority here on
list, but I think on this subject, he is very very wrong.
 Thomas has put down other programming languages before as
well, such as VB 6 for being outdated, etc.
 but I say let the work stand for itself. look at what jim
kitchen and David Greenwood have done with vb 6,
regarding python, look at sound RTS, or qwittter, on
and on.
 To say python is only for amateur programmers is
ridiculous to be sure. Also, I have to question thomases
authority on this subject, as he has yet to release a game
for profit, so up to this point, he is by definition an
amateur programmer himself.
 I realize MOTA will be sold for a profit, and Thomas has
collected money for pre sales, but to this point, no final
product has ben released for commercial sale, thus seriously
diluting his point about professional development with
python in my opinion, especially considering the vast number
of projects out there that have been released for a profit
using python.
 This post isn't to flame on Thomas, he has worked hard on
his games, most very especially MOTA, but for him to crap on
python on this list given the attention his posts receive is
irresponsible and not well thought out in my opinion.
 From what I've seen and tested, I don't think python would
have any trouble running MOTA, or most any other audio game
out there, given current system specs.
 And I am not talking out of my rear end here either. I've
done one of the most complex audio games out there with Rail
Racer, I know what I speak of.
 But to me, the most important things involved in creating
a good audio game, or any other program for that matter is
being an inventive, efficient and dedicated developer.
 No matter what language you use, if your idea sucks, it
won't matter.
 If your skills suck, it won't matter.
 If your dedication sucks, it won't matter.
 The skills learned by teaching yourself a language such as
python will carry over to any other language, picking up the
syntax is the easy part, learning how to efficiently make
code do what you want, that’s the magic, and learning to
think that way will be greatly advanced by using python or
any other language for that matter.
 I want to reiterate, this post isn't here to flame anyone
else, but I know a lot of you guys on list here follow
thomas' posts closely, and as a fellow quote unquote
professional developer, I just think he is dead wrong about
the downside of python, and I would hate to see someone not
use python because they have heard it can't do what they
want.
 check the programming options out yourself, and make a
balanced opinion for what works for you, your idea and
implementation will be the reason your game succeeds or
fails, not the language you choose.
Lord knows, we need as many creative game developers out
there as we can get for the audio game community, and no
matter what you use to create it, if its fun

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-25 Thread Thomas Ward
Hi Ken,

There is an alternative to DirectX. There is FMOD Ex which you could
include   in free games for no cost to the developer. It only has t be
licensed if it is apart of a commercial title or integrated into a
commercial game engine etc. It is a Windows com component so you can
use it with VB 6, C# .net, VB .Net, Java, or just about anything else
that can use Windows com components. It has very decent 3d
positioning, DSP effects, and relaly is unmatched when it comes to
audio APIS. I'm using it right now, the Linux version, to upgrade my
G3D Engine for Linux.

On 4/25/11, The Addictor kenwdow...@neo.rr.com wrote:
 Well, as for me, the only reason I want to learn a new language is because
 the 3d audio for Directx with vb6 sucks... real bad... and Doppler doesn't
 work, and neither do the sound cones.  I'm just not really up for learning a
 whole new language honestly.  There are things I really want to see
 programmed, but I do a lot more than program games, and I still haven't come
 up with a good protection system for Phrase Madness... or whatever the final
 name of the game will be.  I like the idea of the interactivity of Python.
 I'm just not sure I'm up to the task of learning it.  I also write books and
 have kids to raise, so I'm not bored to tears any more, the way I was when I
 was eighteen.  So the long and short of it is, if I could get some good,
 solid, foundational code--like Justin did, in another language I might
 experiment--tweak it here, change something there, and after a while have a
 whole new and better game.  Till then I'll be using both vb6 and Basic4PPC,
 and probably Basic for Droid if I ever get rich enough to buy one of those
 lol.
 Ken Downey
 The Addictor
 www.TheAddictor.com

 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, April 23, 2011 9:28 PM
 Subject: Re: [Audyssey] Python resources, possibly somewhat o/t


 AMEN Che!  I agree 100%

 --- On Sat, 4/23/11, Che blindadrenal...@gmail.com wrote:

 From: Che blindadrenal...@gmail.com
 Subject: Re: [Audyssey] Python resources, possibly somewhat o/t
 To: The Addictor kenwdow...@neo.rr.com, Gamers Discussion list
 gamers@audyssey.org
 Date: Saturday, April 23, 2011, 9:17 PM
  As a developer that looked into many
 programming options before making my choice, I feel the need
 to respond to this thread in order to possibly prevent other
 potential programmers from being angled away from python
 based on thomases post.
  I rarely post to list here, but I do check in from time to
 time, so please don't take my lack of posts as any
 indication that I don't stay in tune with the community I
 partially serve.
  I realize thomas is seen as a voice of authority here on
 list, but I think on this subject, he is very very wrong.
  Thomas has put down other programming languages before as
 well, such as VB 6 for being outdated, etc.
  but I say let the work stand for itself. look at what jim
 kitchen and David Greenwood have done with vb 6,
 regarding python, look at sound RTS, or qwittter, on
 and on.
  To say python is only for amateur programmers is
 ridiculous to be sure. Also, I have to question thomases
 authority on this subject, as he has yet to release a game
 for profit, so up to this point, he is by definition an
 amateur programmer himself.
  I realize MOTA will be sold for a profit, and Thomas has
 collected money for pre sales, but to this point, no final
 product has ben released for commercial sale, thus seriously
 diluting his point about professional development with
 python in my opinion, especially considering the vast number
 of projects out there that have been released for a profit
 using python.
  This post isn't to flame on Thomas, he has worked hard on
 his games, most very especially MOTA, but for him to crap on
 python on this list given the attention his posts receive is
 irresponsible and not well thought out in my opinion.
  From what I've seen and tested, I don't think python would
 have any trouble running MOTA, or most any other audio game
 out there, given current system specs.
  And I am not talking out of my rear end here either. I've
 done one of the most complex audio games out there with Rail
 Racer, I know what I speak of.
  But to me, the most important things involved in creating
 a good audio game, or any other program for that matter is
 being an inventive, efficient and dedicated developer.
  No matter what language you use, if your idea sucks, it
 won't matter.
  If your skills suck, it won't matter.
  If your dedication sucks, it won't matter.
  The skills learned by teaching yourself a language such as
 python will carry over to any other language, picking up the
 syntax is the easy part, learning how to efficiently make
 code do what you want, that’s the magic, and learning to
 think that way will be greatly advanced by using python or
 any other language for that matter.
  I want to reiterate

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread Ryan Strunk
Hi Ken,

I wish you luck in your journey. I'm still learning a lot of this myself,
but I would be happy to help in whatever way I can.

You're right about Sound RTS slowing down with big, laggy maps, but I
believe that's more a matter of the way the game was coded. If the developer
used a module like numpy, I think he'd have better luck. At the same time,
though, keep in mind how slow games like ToC get when you have them running
with lots of units at once, especially if you try to throw in Braille
support.

Keep in touch. I'd love to keep up with how you're faring in your practice.

Best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of The Addictor
Sent: Saturday, April 23, 2011 12:11 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t

Wow!  Well-done Ryan!  You must have spent all day writing that!
I'm just learning Python myself, and my intention is to pick up some of the 
slack in NVDA.  I'm starting out with simple things, like learning to move 
the focus to specific coordinates to make apps like Paltalk easier to use. 
Later I'd like to learn how to get it to recognize graphics, and label those

graphics like I used to in Jaws.  After that, I might start taking Moosik 
apart and rewrite for the new python libraries, since I really want more 
games to play with my sighted kids, but that's way beyond my abilities at 
this point.
I still think that speed is a major issue though.  Have you tried playing 
SoundRTS on the big maps, with 4 or 5 computer opponents?  My computer just 
can't do it.
Other than that though, there are a lot of things I like about python, 
especially its interactivity and load time.  NVDA can shut down and restart 
in just under two seconds, and Moosik doesn't take much longer.
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Ryan Strunk ryan.str...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, April 23, 2011 10:01 AM
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t


 Hi Tom,

 As a budding game developer, I want to respond to your below email to 
 paint
 what I feel is a more accurate picture of the python language. I think 
 there
 are a few additional points everyone really should consider before jumping
 headfirst into C#.net as I tried to, especially when that jump can meet 
 with
 some pretty spectacular failures.
 I will proceed our statements and responses with initials.

 TW: On the plus side Python is easy to learn, is cross-platform, and there
 are a number of simple APIs like PyGame available to help you quickly get 
 up
 and running with game programming. ... All of this makes Python look good 
 on
 the surface.

 RS: This is exactly why Python *is* good, not just on the surface, but
 deeper down. Imagine being able to program a game right out of the box 
 that
 will reach not only the Windows community, but the Mac community as well.
 How many of you out there are Mac users who lament the fact that you don't
 have any games to play on your computers because they've all been designed
 for windows? Python can fix that for you.

 Additionally, because Python is easier to learn, it's also easier to 
 debug.
 It's a given that programmers spend far more time reading their code than
 they do writing it, and Python gives you the 1UP on that too. It's the
 difference between
 C#
 void main(string[args])
 {
 System.Console.WriteLine(Hello world);
 }

 And Python:
 print Hello world.

 Even those of you who have never programmed a day in your life can see the
 difference.

 TW: On the down side Python is still a runtime language that requires an
 interpreter or runtime environment to run.

 RS: c# is compiled to MSIL, Microsoft Intermediate language. This is a 
 type
 of Byte code. In other words, C# is also Interpreted. If you want more on
 the subject, check this out:
 http://en.wikipedia.org/wiki/Common_Intermediate_Language

 TW: ... if you are thinking about creating high performance games that 
 have
 to update 40 to 60 times a second Python is going to exicute and run very
 slow. It was never designed to handle high performance applications like
 Shades of Doom, Mysteries of the Ancients, etc. For something like that 
 you
 really need a triditional language like C++ to get the most performance 
 out
 of your CPU power and memory.

 RS: Python was considered slow when it was first conceived nearly twenty
 years ago, back when engineers flatly rejected the idea that we could ever
 break the 1 gigahertz threshold on a computer's processor. Today our
 processors run far upwards of 1.0GHZ, and they often do it on multiple
 cores.
 While I will not dispute that there are speed advantages to running 
 C-based
 languages, I also think it's important to point out that our accessible
 games will likely not reach the constraints of what Python is capable of 
 any
 time in the near future

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread Thomas Ward
Hi Ryan,

Smile. Just a couple of corrections. I think you misunderstood a
couple of things I said. Plus I think I owe you somewhat of an apology
too.

RS: PyGame does have joystick support. It has mouse support as well. And
while the sound mixer may be lacking, there are other libraries that can
pick up the slack. Libraries like those found at
http://hg.qwitter-client.net. It's also worth pointing out that all of these

TW: I did not say it didn't have joystick support I said it does not
support joysticks with force feedback. Big, big, big difference here.
I'm well aware PyGame supports joysticks, as SDL does, but joystick
support is very generic rather than advanced   support. That's what I
meant.
RS: I'm going to come out directly and say that the previous statement is
rather insulting. The language does not make the programmer, just as the
tools don't make the carpenter. If you want to be a pro and write pro-level
games, then learn to be a programmer and stick with what works for you.

TW: My apologies.I didn't mean it to come out that way. I certainly
didn't want to insult anyone.  I just want to express my opinion as I
see it. Coming from a CS background were we were instructed to use
C++, Java, SQL, etc I'm really having troubles accepting Python as
anything more thanan amateur/newby language used by script kiddies and
programmer wannabes.

Of course, I am well aware Python has been growing both in support and
has been used to write a number of high-quality applications putting
the lie to my personal opinions. In fact, the screen reader I'm using
right now, Orca, was written in Python 2.6, and I'm certainly not
complaining that Orca was written in Python. I actually don't care as
long as it works and lets me read/write e-mail, use Open Office,
browse the internet, etc. So in that  respect I know Python is more
than an amateur  language used by real professionals. What can I say
I'm biast.








On 4/23/11, Ryan Strunk ryan.str...@gmail.com wrote:
 Hi Tom,

 As a budding game developer, I want to respond to your below email to paint
 what I feel is a more accurate picture of the python language. I think there
 are a few additional points everyone really should consider before jumping
 headfirst into C#.net as I tried to, especially when that jump can meet with
 some pretty spectacular failures.
 I will proceed our statements and responses with initials.

 TW: On the plus side Python is easy to learn, is cross-platform, and there
 are a number of simple APIs like PyGame available to help you quickly get up
 and running with game programming. ... All of this makes Python look good on
 the surface.

 RS: This is exactly why Python *is* good, not just on the surface, but
 deeper down. Imagine being able to program a game right out of the box that
 will reach not only the Windows community, but the Mac community as well.
 How many of you out there are Mac users who lament the fact that you don't
 have any games to play on your computers because they've all been designed
 for windows? Python can fix that for you.

 Additionally, because Python is easier to learn, it's also easier to debug.
 It's a given that programmers spend far more time reading their code than
 they do writing it, and Python gives you the 1UP on that too. It's the
 difference between
 C#
 void main(string[args])
 {
 System.Console.WriteLine(Hello world);
 }

 And Python:
 print Hello world.

 Even those of you who have never programmed a day in your life can see the
 difference.

 TW: On the down side Python is still a runtime language that requires an
 interpreter or runtime environment to run.

 RS: c# is compiled to MSIL, Microsoft Intermediate language. This is a type
 of Byte code. In other words, C# is also Interpreted. If you want more on
 the subject, check this out:
 http://en.wikipedia.org/wiki/Common_Intermediate_Language

 TW: ... if you are thinking about creating high performance games that have
 to update 40 to 60 times a second Python is going to exicute and run very
 slow. It was never designed to handle high performance applications like
 Shades of Doom, Mysteries of the Ancients, etc. For something like that you
 really need a triditional language like C++ to get the most performance out
 of your CPU power and memory.

 RS: Python was considered slow when it was first conceived nearly twenty
 years ago, back when engineers flatly rejected the idea that we could ever
 break the 1 gigahertz threshold on a computer's processor. Today our
 processors run far upwards of 1.0GHZ, and they often do it on multiple
 cores.
 While I will not dispute that there are speed advantages to running C-based
 languages, I also think it's important to point out that our accessible
 games will likely not reach the constraints of what Python is capable of any
 time in the near future. The boxing game I am currently developing updates
 its calculations 250 times a second with absolutely no slow-down.

 TW: Second, some of the APIs like 

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread Ryan Strunk
Hey Tom,

Fair points both, and I can well understand one's bias toward a particular
language. I myself am kindly disposed to Python if you hadn't noticed. For
me it really came down to basic understanding. I hated having to write out a
complex program to print hello world, especially when every book I read
said things like Don't worry about the class and void stuff yet. We'll get
to those in chapter 8. If we don't get to understand them immediately, why
do we use them now? With Python, I just type print 'hello world' and I'm
done. I love the fact that when I want to test health subtraction, I can
just launch the shell with those particular methods and test them
interactively. It's cut down on any number of semantic errors as a result.

That said, I'm jealous of things like XNA that have all sorts of sound
craziness that I don't have. I suppose I'll just have to port some open
source libraries and use them myself.

In the end, we're both making games, and I think that's the important part.

Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, April 24, 2011 1:02 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t

Hi Ryan,

Smile. Just a couple of corrections. I think you misunderstood a couple of
things I said. Plus I think I owe you somewhat of an apology too.

RS: PyGame does have joystick support. It has mouse support as well. And
while the sound mixer may be lacking, there are other libraries that can
pick up the slack. Libraries like those found at
http://hg.qwitter-client.net. It's also worth pointing out that all of these

TW: I did not say it didn't have joystick support I said it does not support
joysticks with force feedback. Big, big, big difference here.
I'm well aware PyGame supports joysticks, as SDL does, but joystick
support is very generic rather than advanced   support. That's what I
meant.
RS: I'm going to come out directly and say that the previous statement is
rather insulting. The language does not make the programmer, just as the
tools don't make the carpenter. If you want to be a pro and write pro-level
games, then learn to be a programmer and stick with what works for you.

TW: My apologies.I didn't mean it to come out that way. I certainly didn't
want to insult anyone.  I just want to express my opinion as I see it.
Coming from a CS background were we were instructed to use
C++, Java, SQL, etc I'm really having troubles accepting Python as
anything more thanan amateur/newby language used by script kiddies and
programmer wannabes.

Of course, I am well aware Python has been growing both in support and has
been used to write a number of high-quality applications putting the lie to
my personal opinions. In fact, the screen reader I'm using right now, Orca,
was written in Python 2.6, and I'm certainly not complaining that Orca was
written in Python. I actually don't care as long as it works and lets me
read/write e-mail, use Open Office, browse the internet, etc. So in that
respect I know Python is more than an amateur  language used by real
professionals. What can I say I'm biast.


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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread Thomas Ward
Hi Ryan,

Yeah, I understand. I mean it is taking me 10 times longer to write
Mysteries of the Ancients than it would in something like Python
simply because the language is so much more complex. When you think
about how many braces, brackets, and other syntax goes into a standard
C++ application it all adds up to extra time typing all of that where
in Python you can just double space and start your new function
without having to remember if you added enough right braces to the end
of your function to properly terminate that block of code.

All the same there are some things that just rilly turn me off about
Python. For example, the way the Python developers decided somewhere a
long the way not to use technical terminology and rename everything to
be Python specific. As someone who was trained professionally in
languages like C++, Java, etc it really gets me that instead of
calling object serialization by its technical name they call it
pickling. Instead of calling an array an array they have dictionaries,
lists, toupals, etc which just seems weird to me. So that's one reason
I said Python teaches people bad habits and would have to relearn
terminology and things like that if they take up another language.
Python tends to forsake the technical terminology, and other things a
pro would learn in college in order to be more understandable to
someone without the high priced education. I understand how calling an
array a list or dictionary  might be easier to grasp than a name such
as an array, but the fact of the mmatter is they are technically
arrays with a different name. Although, where they got the name
pickling for object serialization I'll never know. Its a bit silly to
my mind.

Anyway, as you said we are both creating games and that is the
important thing. In the end how you write it doesn't matter as long as
it works.

One advantage you have with Python that I don't have with C++ is
cross-platform support.  Since Python is primarily a runtime language
most of your game will use modules like PyGame that wraps some native
C++ library like SDL. Since you aren't bound to SDL directly you can
install the pyc files and run them anywhere there is a compatible
Python runtime and PyGame installation without recompiling. All the
low-level stuff like native code is done by the C/C++ guys leaving you
free to write your games without worrying about the APIs you are
using.

With C++ I have to recompile the game, and even sometimes modify
sections of the program to compile it on a new target platform.
However, since there usually are no handy third-party wrappers for
things I usually get stuck using some sort of operating system
specific code like SAPI, the Win32 API, DirectX, whatever meaning I
have to do a lot of upgrading to support Mac/Linux. This is an issue
I'm really trying to solve as it gets tiring rewriting this or that to
support one operating system or the other. Most likely after MOTA is
done I'll write some third-party wrappers for OS specific things
meaning I can just include this or that library during compile time
and forget it.

Cheers!






On 4/24/11, Ryan Strunk ryan.str...@gmail.com wrote:
 Hey Tom,

 Fair points both, and I can well understand one's bias toward a particular
 language. I myself am kindly disposed to Python if you hadn't noticed. For
 me it really came down to basic understanding. I hated having to write out a
 complex program to print hello world, especially when every book I read
 said things like Don't worry about the class and void stuff yet. We'll get
 to those in chapter 8. If we don't get to understand them immediately, why
 do we use them now? With Python, I just type print 'hello world' and I'm
 done. I love the fact that when I want to test health subtraction, I can
 just launch the shell with those particular methods and test them
 interactively. It's cut down on any number of semantic errors as a result.

 That said, I'm jealous of things like XNA that have all sorts of sound
 craziness that I don't have. I suppose I'll just have to port some open
 source libraries and use them myself.

 In the end, we're both making games, and I think that's the important part.

 Ryan

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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread Willem Venter
Hi Thomas.
Just my two sens worth :
I study computer sience and I'm currently third year. While we use c
and java as our main development languages, python is a compulsary
module too, simply because proof of concepts are so easy to program.
Also doing tournaments like IT challenge or Google codeJam is much
easier with python.
As for braces, python has a similar issue with indentation, which I
guess leads to better looking code, but I find annoying.

On 4/24/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Ryan,

 Yeah, I understand. I mean it is taking me 10 times longer to write
 Mysteries of the Ancients than it would in something like Python
 simply because the language is so much more complex. When you think
 about how many braces, brackets, and other syntax goes into a standard
 C++ application it all adds up to extra time typing all of that where
 in Python you can just double space and start your new function
 without having to remember if you added enough right braces to the end
 of your function to properly terminate that block of code.

 All the same there are some things that just rilly turn me off about
 Python. For example, the way the Python developers decided somewhere a
 long the way not to use technical terminology and rename everything to
 be Python specific. As someone who was trained professionally in
 languages like C++, Java, etc it really gets me that instead of
 calling object serialization by its technical name they call it
 pickling. Instead of calling an array an array they have dictionaries,
 lists, toupals, etc which just seems weird to me. So that's one reason
 I said Python teaches people bad habits and would have to relearn
 terminology and things like that if they take up another language.
 Python tends to forsake the technical terminology, and other things a
 pro would learn in college in order to be more understandable to
 someone without the high priced education. I understand how calling an
 array a list or dictionary  might be easier to grasp than a name such
 as an array, but the fact of the mmatter is they are technically
 arrays with a different name. Although, where they got the name
 pickling for object serialization I'll never know. Its a bit silly to
 my mind.

 Anyway, as you said we are both creating games and that is the
 important thing. In the end how you write it doesn't matter as long as
 it works.

 One advantage you have with Python that I don't have with C++ is
 cross-platform support.  Since Python is primarily a runtime language
 most of your game will use modules like PyGame that wraps some native
 C++ library like SDL. Since you aren't bound to SDL directly you can
 install the pyc files and run them anywhere there is a compatible
 Python runtime and PyGame installation without recompiling. All the
 low-level stuff like native code is done by the C/C++ guys leaving you
 free to write your games without worrying about the APIs you are
 using.

 With C++ I have to recompile the game, and even sometimes modify
 sections of the program to compile it on a new target platform.
 However, since there usually are no handy third-party wrappers for
 things I usually get stuck using some sort of operating system
 specific code like SAPI, the Win32 API, DirectX, whatever meaning I
 have to do a lot of upgrading to support Mac/Linux. This is an issue
 I'm really trying to solve as it gets tiring rewriting this or that to
 support one operating system or the other. Most likely after MOTA is
 done I'll write some third-party wrappers for OS specific things
 meaning I can just include this or that library during compile time
 and forget it.

 Cheers!






 On 4/24/11, Ryan Strunk ryan.str...@gmail.com wrote:
 Hey Tom,

 Fair points both, and I can well understand one's bias toward a particular
 language. I myself am kindly disposed to Python if you hadn't noticed. For
 me it really came down to basic understanding. I hated having to write out
 a
 complex program to print hello world, especially when every book I read
 said things like Don't worry about the class and void stuff yet. We'll
 get
 to those in chapter 8. If we don't get to understand them immediately,
 why
 do we use them now? With Python, I just type print 'hello world' and I'm
 done. I love the fact that when I want to test health subtraction, I can
 just launch the shell with those particular methods and test them
 interactively. It's cut down on any number of semantic errors as a result.

 That said, I'm jealous of things like XNA that have all sorts of sound
 craziness that I don't have. I suppose I'll just have to port some open
 source libraries and use them myself.

 In the end, we're both making games, and I think that's the important
 part.

 Ryan

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread Christopher Bartlett
Coming from a traditional language background, I have had to do a lot of
back-translation, lists/sequences/tuples to various arrays and the like, so
I get where you are coming from Thomas.  It's weird having three different
data types that implement array-like behavior with teeny differences that
are nonetheless critical to proper code writing.  I still haven't figured
out the purpose of tuples, and dictionaries look cool as heck but I can't
figure out how to turn them into something I recognize, though I've looked
at a number of examples of how to use them to create analogs to heaps, tree
structures and things I'm used to from the Pascal/C world.

Chris Bartlett



---
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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread shaun everiss

well ryan Judging by your blog you are sertainly moving fast.
I read you even made your own modules and package libs which is quite good.
Most devs just download stuff and do the game.
They may make one lib but that doesn't always mean several will come 
out during game development these take ages.

That you can do what you did in 4 months I think is just crazy.
I started my programming courses in javascript and pascal and never 
got the hang of it.

I kept forgetting bits and dropping variables and values.
There was a period where I loaded the entire dotnet language system 
and resource kits.
being that it was 600mb per language loaded, and at that time then 
4-5gb for express 2005, then about 2gb of resource kits for dx9, and 
sapi5, not to mention mdi math, and the directx8 system.

And the manuals and all this before I started.
Well one day I just thought not for me.

Sertainly python is good if its done right.
Nvda is made with python and in some cases its actually running 
closer to the core os using mostly system spaciffic libs with a few c 
libs of its own but not many.
Sertainly python can't do everything but then a load of things need 
overlays and drivers and then libs to access the protected areas of 
the os to stop it crashing etc.

Its why I decided to not bother with directx programming.
I may eventually learn bgt since thats already a good language and is 
in my price range since opensource is free, and that is probably what 
I would end up doing if I did that anyway.

So keep it up.
At 04:00 a.m. 25/04/2011, you wrote:

Hey Tom,

Fair points both, and I can well understand one's bias toward a particular
language. I myself am kindly disposed to Python if you hadn't noticed. For
me it really came down to basic understanding. I hated having to write out a
complex program to print hello world, especially when every book I read
said things like Don't worry about the class and void stuff yet. We'll get
to those in chapter 8. If we don't get to understand them immediately, why
do we use them now? With Python, I just type print 'hello world' and I'm
done. I love the fact that when I want to test health subtraction, I can
just launch the shell with those particular methods and test them
interactively. It's cut down on any number of semantic errors as a result.

That said, I'm jealous of things like XNA that have all sorts of sound
craziness that I don't have. I suppose I'll just have to port some open
source libraries and use them myself.

In the end, we're both making games, and I think that's the important part.

Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, April 24, 2011 1:02 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t

Hi Ryan,

Smile. Just a couple of corrections. I think you misunderstood a couple of
things I said. Plus I think I owe you somewhat of an apology too.

RS: PyGame does have joystick support. It has mouse support as well. And
while the sound mixer may be lacking, there are other libraries that can
pick up the slack. Libraries like those found at
http://hg.qwitter-client.net. It's also worth pointing out that all of these

TW: I did not say it didn't have joystick support I said it does not support
joysticks with force feedback. Big, big, big difference here.
I'm well aware PyGame supports joysticks, as SDL does, but joystick
support is very generic rather than advanced   support. That's what I
meant.
RS: I'm going to come out directly and say that the previous statement is
rather insulting. The language does not make the programmer, just as the
tools don't make the carpenter. If you want to be a pro and write pro-level
games, then learn to be a programmer and stick with what works for you.

TW: My apologies.I didn't mean it to come out that way. I certainly didn't
want to insult anyone.  I just want to express my opinion as I see it.
Coming from a CS background were we were instructed to use
C++, Java, SQL, etc I'm really having troubles accepting Python as
anything more thanan amateur/newby language used by script kiddies and
programmer wannabes.

Of course, I am well aware Python has been growing both in support and has
been used to write a number of high-quality applications putting the lie to
my personal opinions. In fact, the screen reader I'm using right now, Orca,
was written in Python 2.6, and I'm certainly not complaining that Orca was
written in Python. I actually don't care as long as it works and lets me
read/write e-mail, use Open Office, browse the internet, etc. So in that
respect I know Python is more than an amateur  language used by real
professionals. What can I say I'm biast.


---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread shaun everiss
and it all boils down to what we write no matter what language we use 
it all depends on what we want.

There are even those that use autoit for games.
Ok they are crappy but if all your stuff is just basic board style 
games maybe a few simple arcade then its probably fine.

At 06:14 a.m. 25/04/2011, you wrote:

Hi Thomas.
Just my two sens worth :
I study computer sience and I'm currently third year. While we use c
and java as our main development languages, python is a compulsary
module too, simply because proof of concepts are so easy to program.
Also doing tournaments like IT challenge or Google codeJam is much
easier with python.
As for braces, python has a similar issue with indentation, which I
guess leads to better looking code, but I find annoying.

On 4/24/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Ryan,

 Yeah, I understand. I mean it is taking me 10 times longer to write
 Mysteries of the Ancients than it would in something like Python
 simply because the language is so much more complex. When you think
 about how many braces, brackets, and other syntax goes into a standard
 C++ application it all adds up to extra time typing all of that where
 in Python you can just double space and start your new function
 without having to remember if you added enough right braces to the end
 of your function to properly terminate that block of code.

 All the same there are some things that just rilly turn me off about
 Python. For example, the way the Python developers decided somewhere a
 long the way not to use technical terminology and rename everything to
 be Python specific. As someone who was trained professionally in
 languages like C++, Java, etc it really gets me that instead of
 calling object serialization by its technical name they call it
 pickling. Instead of calling an array an array they have dictionaries,
 lists, toupals, etc which just seems weird to me. So that's one reason
 I said Python teaches people bad habits and would have to relearn
 terminology and things like that if they take up another language.
 Python tends to forsake the technical terminology, and other things a
 pro would learn in college in order to be more understandable to
 someone without the high priced education. I understand how calling an
 array a list or dictionary  might be easier to grasp than a name such
 as an array, but the fact of the mmatter is they are technically
 arrays with a different name. Although, where they got the name
 pickling for object serialization I'll never know. Its a bit silly to
 my mind.

 Anyway, as you said we are both creating games and that is the
 important thing. In the end how you write it doesn't matter as long as
 it works.

 One advantage you have with Python that I don't have with C++ is
 cross-platform support.  Since Python is primarily a runtime language
 most of your game will use modules like PyGame that wraps some native
 C++ library like SDL. Since you aren't bound to SDL directly you can
 install the pyc files and run them anywhere there is a compatible
 Python runtime and PyGame installation without recompiling. All the
 low-level stuff like native code is done by the C/C++ guys leaving you
 free to write your games without worrying about the APIs you are
 using.

 With C++ I have to recompile the game, and even sometimes modify
 sections of the program to compile it on a new target platform.
 However, since there usually are no handy third-party wrappers for
 things I usually get stuck using some sort of operating system
 specific code like SAPI, the Win32 API, DirectX, whatever meaning I
 have to do a lot of upgrading to support Mac/Linux. This is an issue
 I'm really trying to solve as it gets tiring rewriting this or that to
 support one operating system or the other. Most likely after MOTA is
 done I'll write some third-party wrappers for OS specific things
 meaning I can just include this or that library during compile time
 and forget it.

 Cheers!






 On 4/24/11, Ryan Strunk ryan.str...@gmail.com wrote:
 Hey Tom,

 Fair points both, and I can well understand one's bias toward a particular
 language. I myself am kindly disposed to Python if you hadn't noticed. For
 me it really came down to basic understanding. I hated having to write out
 a
 complex program to print hello world, especially when every book I read
 said things like Don't worry about the class and void stuff yet. We'll
 get
 to those in chapter 8. If we don't get to understand them immediately,
 why
 do we use them now? With Python, I just type print 'hello world' and I'm
 done. I love the fact that when I want to test health subtraction, I can
 just launch the shell with those particular methods and test them
 interactively. It's cut down on any number of semantic errors as a result.

 That said, I'm jealous of things like XNA that have all sorts of sound
 craziness that I don't have. I suppose I'll just have to port some open
 source libraries and use them myself.

 In the end, 

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread Thomas Ward
Hi Willem,

Yeah, i know. Python is very picky about indintation. Personally, I'd
just ratherwrite the code and then run it through a program like
indent to format it. That's often what I do with my C++ or Java
applications. I write the app, make sure it is working, then use the
indent tool for Linux to go in and format it so it looks formal and
written according to formatting rules etc. With Python you absolutely
have to indent as you go or you are in deep trouble in a hurry. It
won't allow me to be lazy and slack off on formatting.

However, you are write Python is good at prototyping things. That's
honestly mostly what I use Python for myself. I'll go in, write a few
blocks of code, and test them to see how it works before applying it
to MOTA, Raceway, or anything I want to put my name on written in C++.

Cheers!


On 4/24/11, Willem Venter dwill...@gmail.com wrote:
 Hi Thomas.
 Just my two sens worth :
 I study computer sience and I'm currently third year. While we use c
 and java as our main development languages, python is a compulsary
 module too, simply because proof of concepts are so easy to program.
 Also doing tournaments like IT challenge or Google codeJam is much
 easier with python.
 As for braces, python has a similar issue with indentation, which I
 guess leads to better looking code, but I find annoying.

---
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread Thomas Ward
Hi Chris,

Yeah, that's exactly my problem as well. You spend x number of years
learning languages like C, C++, Java, etc and you think you know it
all and along comes Python having all these array types such as lists,
dictionaries, sequences, etc all with miner differences and I can't
figure out what exactly what I need or what equals what I already
know. Its back translating sometimes from a more advanced concept to a
less advanced one sometimes. this was always my gripe with languages
like VB 6.

For instance, in Java and C++ you can extend or inherit classes etdc.
When using VB 6 its classes were more simplified and didn't have all
the features of something like Java or C++. Its like, hay, I'm an
advanced programmer here. Where is this or that feature I know exists
in C++ but not VB 6?

Same kind of issue applies with Python. Its not so much that the
language is bad, but it has its own way of doing things that drives a
triditionally trained programmer slightly nuts. Its like going back
and relearning everything all over again, because Python seems to
ignore things a C++ programmer takes for granted. They take away a
concept I know such as arrays and replaces it with three or four new
alternatives. Like why can't you guys just give me a basic array and
be done with it?

Cheers!

On 4/24/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 Coming from a traditional language background, I have had to do a lot of
 back-translation, lists/sequences/tuples to various arrays and the like, so
 I get where you are coming from Thomas.  It's weird having three different
 data types that implement array-like behavior with teeny differences that
 are nonetheless critical to proper code writing.  I still haven't figured
 out the purpose of tuples, and dictionaries look cool as heck but I can't
 figure out how to turn them into something I recognize, though I've looked
 at a number of examples of how to use them to create analogs to heaps, tree
 structures and things I'm used to from the Pascal/C world.

   Chris Bartlett



 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
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 All messages are archived and can be searched and read at
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 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-24 Thread Hayden Presley
HI Thomas,
Something that has confused me is this: obviously I am not following what
native binary means but if C++ is not a runtime language then why do you
end up needing to have C++ runtime libraries on your system to run an
application written in C++?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, April 24, 2011 12:27 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t

Hi Che,

Well, I'm not saying/arguing that Python can't write a game as good as
MOTA, but wanted to point out that there are some features you'll miss
by using something like Python with PyGame.For instance, if you wanted
to support force feedback devices PyGame currently doesn't have force
feedback support. This may or may not be adeal braker for a game
developer, but is something a new developer might want to be aware of.

Other issues is advanced audio. Since PyGame uses SDL Mixer it has
very very generic 3d audio support. For most games such as SoundRTS
this is a non-issue.There are alternatives though such as PySonic, a
wrapper for FMOD Ex,  and PyOpenAL, a Python wrapper for OpenAL. Both
have 3d audio support, but I'm not sure of the status of these Python
wrappers.  Thereis PySFML which wraps SFML and I know it is being
maintained as v1.6 was released not long ago. So if you take in
account these alternative game APIs a game like Shades of Doom is
certainly possible with a few exceptions such as no force feedback
support.

The other issue I wanted to stress  , which isn't as big an issue now
as it use to be, is native code verses runtime code. There is no doubt
that correctly native written code in C++ or assembly will run faster
than any runtime language. However, I'm fully aware that not everyone
is willing to learn something like C++. That's where the runtime
languages like Python, Java, and .Net comes in handy as they are
high-level languages meant to simplify programming for amateurs and
professionals alike.

I still believe if you have the skills that programming in pure C/C++
is the best option. However, if you can't or don't want to .Net, Java,
and other runtime languages are getting close to native speeds by
optomising the frameworks, and it helps that more and more systems
with 3 GHZ processors are more common. The newer duel core systems
have no problem executing runtime languages like Python, Java, or .Net
because of improved CPU power. So you are definitely right that the
points I raised about performance is quickly becoming less an issue
than it use to be. I guess it all depends on what kinds of platforms
you plan to support.

So before I go I'd like to point out that I'm certainly not unbiast
when it comes to programming languages. Like religeon and politics all
of us have discovered languages that just works for us, languages we
like, and it is part experience and part personal preference that that
goes into what languages I recommend/support. I've always felt more at
home with C-Style languages like C++, Java, Perl, C#.Net, etc so
naturally its what I usually recommend. I've never taken to the
languages like Python, and I frankly don't like them for a number of
reasons. Both technical and personal. Just thought I should clarify
where I stand.

Cheers!




On 4/23/11, Che blindadrenal...@gmail.com wrote:
   As a developer that looked into many programming options before making
my
 choice, I feel the need to respond to this thread in order to possibly
 prevent other potential programmers from being angled away from python
based
 on thomases post.
   I rarely post to list here, but I do check in from time to time, so
please
 don't take my lack of posts as any indication that I don't stay in tune
with
 the community I partially serve.
   I realize thomas is seen as a voice of authority here on list, but I
think
 on this subject, he is very very wrong.
   Thomas has put down other programming languages before as well, such as
VB
 6 for being outdated, etc.
   but I say let the work stand for itself. look at what jim kitchen  and
 David Greenwood have done with vb 6, regarding python, look at sound RTS,
or
 qwittter,  on and on.
   To say python is only for amateur programmers is ridiculous to be sure.
 Also, I have to question thomases authority on this subject, as he has yet
 to release a game for profit, so up to this point, he is by definition an
 amateur programmer himself.
   I realize MOTA will be sold for a profit, and Thomas has collected money
 for pre sales, but to this point, no final product has ben released for
 commercial sale, thus seriously diluting his point  about professional
 development with python in my opinion, especially considering the vast
 number of projects out there that have been released for a profit using
 python.
   This post isn't to flame on Thomas, he has worked hard on his games,
most
 very especially MOTA, but for him to crap

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread Ryan Strunk
Hi Tom,

As a budding game developer, I want to respond to your below email to paint
what I feel is a more accurate picture of the python language. I think there
are a few additional points everyone really should consider before jumping
headfirst into C#.net as I tried to, especially when that jump can meet with
some pretty spectacular failures.
I will proceed our statements and responses with initials.

TW: On the plus side Python is easy to learn, is cross-platform, and there
are a number of simple APIs like PyGame available to help you quickly get up
and running with game programming. ... All of this makes Python look good on
the surface.

RS: This is exactly why Python *is* good, not just on the surface, but
deeper down. Imagine being able to program a game right out of the box that
will reach not only the Windows community, but the Mac community as well.
How many of you out there are Mac users who lament the fact that you don't
have any games to play on your computers because they've all been designed
for windows? Python can fix that for you.

Additionally, because Python is easier to learn, it's also easier to debug.
It's a given that programmers spend far more time reading their code than
they do writing it, and Python gives you the 1UP on that too. It's the
difference between
C#
void main(string[args])
{
System.Console.WriteLine(Hello world);
}

And Python:
print Hello world.

Even those of you who have never programmed a day in your life can see the
difference. 

TW: On the down side Python is still a runtime language that requires an
interpreter or runtime environment to run. 

RS: c# is compiled to MSIL, Microsoft Intermediate language. This is a type
of Byte code. In other words, C# is also Interpreted. If you want more on
the subject, check this out:
http://en.wikipedia.org/wiki/Common_Intermediate_Language

TW: ... if you are thinking about creating high performance games that have
to update 40 to 60 times a second Python is going to exicute and run very
slow. It was never designed to handle high performance applications like
Shades of Doom, Mysteries of the Ancients, etc. For something like that you
really need a triditional language like C++ to get the most performance out
of your CPU power and memory.

RS: Python was considered slow when it was first conceived nearly twenty
years ago, back when engineers flatly rejected the idea that we could ever
break the 1 gigahertz threshold on a computer's processor. Today our
processors run far upwards of 1.0GHZ, and they often do it on multiple
cores.
While I will not dispute that there are speed advantages to running C-based
languages, I also think it's important to point out that our accessible
games will likely not reach the constraints of what Python is capable of any
time in the near future. The boxing game I am currently developing updates
its calculations 250 times a second with absolutely no slow-down.

TW: Second, some of the APIs like PyGame aren't the best APIs available for
game developers. PyGame is decent if you are going to produce a football
game like Jim's NFL, Star Trek Final Conflict, or something like that ...

RS: What about Sound RTS? That's far more advanced than either of those
games.

TW: but if you are thinking of something like Shades of Doom or Mysteries of
the Ancients forget it. ... If you want only keyboard access PyGame is fine,
but if you want advanced Joystick support like force feedback and things
like that again no go. PyGame just doesn't have that kind of support yet.

RS: PyGame does have joystick support. It has mouse support as well. And
while the sound mixer may be lacking, there are other libraries that can
pick up the slack. Libraries like those found at
http://hg.qwitter-client.net. It's also worth pointing out that all of these
libraries, like the Python language itself, are free to use. Developers
don't have to shell out any expense for third party libraries or the
development environment itself, for that matter.

TW: Finally, there is the issue of using Python as a springboard to other
programming languages. ... The problem is that you are going to have to
start over from scratch if you use Python and switch to Java, C#, C++,
whatever because you didn't learn much as it relates to other programming
languages. In fact, it has been my personal opinion for a long time Python
teaches programmers bad habits that make it difficult to adapt to other
languages later on.

RS: You're welcome to your personal opinion, but I want to give a few others
for sake of balance:

Peter Norvig is an American computer scientist. He is currently the Director
of Research (formerly Director of Search Quality) at Google Inc. He writes:
Several people have asked what programming language they should learn first.
There is no one answer, but consider these points: 

Use your friends. When asked what operating system should I use, Windows,
Unix, or Mac?, my answer is usually: use whatever your friends use. The
advantage you get 

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread Ryan Strunk
It just occurred to me that the mailman software that runs this list is also
written in Python.

-Original Message-
From: Ryan Strunk [mailto:ryan.str...@gmail.com] 
Sent: Saturday, April 23, 2011 9:01 AM
To: 'Gamers Discussion list'
Subject: RE: [Audyssey] Python resources, possibly somewhat o/t

Hi Tom,

As a budding game developer, I want to respond to your below email to
paint what I feel is a more accurate picture of the python language. I
think there are a few additional points everyone really should consider
before jumping headfirst into C#.net as I tried to, especially when that
jump can meet with some pretty spectacular failures.
I will proceed our statements and responses with initials.

TW: On the plus side Python is easy to learn, is cross-platform, and there
are a number of simple APIs like PyGame available to help you quickly get
up and running with game programming. ... All of this makes Python look
good on the surface.

RS: This is exactly why Python *is* good, not just on the surface, but
deeper down. Imagine being able to program a game right out of the box
that will reach not only the Windows community, but the Mac community as
well. How many of you out there are Mac users who lament the fact that you
don't have any games to play on your computers because they've all been
designed for windows? Python can fix that for you.

Additionally, because Python is easier to learn, it's also easier to
debug. It's a given that programmers spend far more time reading their
code than they do writing it, and Python gives you the 1UP on that too.
It's the difference between
C#
void main(string[args])
{
System.Console.WriteLine(Hello world);
}

And Python:
print Hello world.

Even those of you who have never programmed a day in your life can see the
difference. 

TW: On the down side Python is still a runtime language that requires an
interpreter or runtime environment to run. 

RS: c# is compiled to MSIL, Microsoft Intermediate language. This is a
type of Byte code. In other words, C# is also Interpreted. If you want
more on the subject, check this out:
http://en.wikipedia.org/wiki/Common_Intermediate_Language

TW: ... if you are thinking about creating high performance games that
have to update 40 to 60 times a second Python is going to exicute and run
very slow. It was never designed to handle high performance applications
like Shades of Doom, Mysteries of the Ancients, etc. For something like
that you really need a triditional language like C++ to get the most
performance out of your CPU power and memory.

RS: Python was considered slow when it was first conceived nearly twenty
years ago, back when engineers flatly rejected the idea that we could ever
break the 1 gigahertz threshold on a computer's processor. Today our
processors run far upwards of 1.0GHZ, and they often do it on multiple
cores.
While I will not dispute that there are speed advantages to running
C-based languages, I also think it's important to point out that our
accessible games will likely not reach the constraints of what Python is
capable of any time in the near future. The boxing game I am currently
developing updates its calculations 250 times a second with absolutely no
slow-down.

TW: Second, some of the APIs like PyGame aren't the best APIs available
for game developers. PyGame is decent if you are going to produce a
football game like Jim's NFL, Star Trek Final Conflict, or something like
that ...

RS: What about Sound RTS? That's far more advanced than either of those
games.

TW: but if you are thinking of something like Shades of Doom or Mysteries
of the Ancients forget it. ... If you want only keyboard access PyGame is
fine, but if you want advanced Joystick support like force feedback and
things like that again no go. PyGame just doesn't have that kind of
support yet.

RS: PyGame does have joystick support. It has mouse support as well. And
while the sound mixer may be lacking, there are other libraries that can
pick up the slack. Libraries like those found at
http://hg.qwitter-client.net. It's also worth pointing out that all of
these libraries, like the Python language itself, are free to use.
Developers don't have to shell out any expense for third party libraries
or the development environment itself, for that matter.

TW: Finally, there is the issue of using Python as a springboard to other
programming languages. ... The problem is that you are going to have to
start over from scratch if you use Python and switch to Java, C#, C++,
whatever because you didn't learn much as it relates to other programming
languages. In fact, it has been my personal opinion for a long time Python
teaches programmers bad habits that make it difficult to adapt to other
languages later on.

RS: You're welcome to your personal opinion, but I want to give a few
others for sake of balance:

Peter Norvig is an American computer scientist. He is currently the
Director of Research (formerly Director of Search Quality) at Google Inc

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread The Addictor

Wow!  Well-done Ryan!  You must have spent all day writing that!
I'm just learning Python myself, and my intention is to pick up some of the 
slack in NVDA.  I'm starting out with simple things, like learning to move 
the focus to specific coordinates to make apps like Paltalk easier to use. 
Later I'd like to learn how to get it to recognize graphics, and label those 
graphics like I used to in Jaws.  After that, I might start taking Moosik 
apart and rewrite for the new python libraries, since I really want more 
games to play with my sighted kids, but that's way beyond my abilities at 
this point.
I still think that speed is a major issue though.  Have you tried playing 
SoundRTS on the big maps, with 4 or 5 computer opponents?  My computer just 
can't do it.
Other than that though, there are a lot of things I like about python, 
especially its interactivity and load time.  NVDA can shut down and restart 
in just under two seconds, and Moosik doesn't take much longer.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Ryan Strunk ryan.str...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, April 23, 2011 10:01 AM
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t



Hi Tom,

As a budding game developer, I want to respond to your below email to 
paint
what I feel is a more accurate picture of the python language. I think 
there

are a few additional points everyone really should consider before jumping
headfirst into C#.net as I tried to, especially when that jump can meet 
with

some pretty spectacular failures.
I will proceed our statements and responses with initials.

TW: On the plus side Python is easy to learn, is cross-platform, and there
are a number of simple APIs like PyGame available to help you quickly get 
up
and running with game programming. ... All of this makes Python look good 
on

the surface.

RS: This is exactly why Python *is* good, not just on the surface, but
deeper down. Imagine being able to program a game right out of the box 
that

will reach not only the Windows community, but the Mac community as well.
How many of you out there are Mac users who lament the fact that you don't
have any games to play on your computers because they've all been designed
for windows? Python can fix that for you.

Additionally, because Python is easier to learn, it's also easier to 
debug.

It's a given that programmers spend far more time reading their code than
they do writing it, and Python gives you the 1UP on that too. It's the
difference between
C#
void main(string[args])
{
System.Console.WriteLine(Hello world);
}

And Python:
print Hello world.

Even those of you who have never programmed a day in your life can see the
difference.

TW: On the down side Python is still a runtime language that requires an
interpreter or runtime environment to run.

RS: c# is compiled to MSIL, Microsoft Intermediate language. This is a 
type

of Byte code. In other words, C# is also Interpreted. If you want more on
the subject, check this out:
http://en.wikipedia.org/wiki/Common_Intermediate_Language

TW: ... if you are thinking about creating high performance games that 
have

to update 40 to 60 times a second Python is going to exicute and run very
slow. It was never designed to handle high performance applications like
Shades of Doom, Mysteries of the Ancients, etc. For something like that 
you
really need a triditional language like C++ to get the most performance 
out

of your CPU power and memory.

RS: Python was considered slow when it was first conceived nearly twenty
years ago, back when engineers flatly rejected the idea that we could ever
break the 1 gigahertz threshold on a computer's processor. Today our
processors run far upwards of 1.0GHZ, and they often do it on multiple
cores.
While I will not dispute that there are speed advantages to running 
C-based

languages, I also think it's important to point out that our accessible
games will likely not reach the constraints of what Python is capable of 
any

time in the near future. The boxing game I am currently developing updates
its calculations 250 times a second with absolutely no slow-down.

TW: Second, some of the APIs like PyGame aren't the best APIs available 
for

game developers. PyGame is decent if you are going to produce a football
game like Jim's NFL, Star Trek Final Conflict, or something like that ...

RS: What about Sound RTS? That's far more advanced than either of those
games.

TW: but if you are thinking of something like Shades of Doom or Mysteries 
of
the Ancients forget it. ... If you want only keyboard access PyGame is 
fine,

but if you want advanced Joystick support like force feedback and things
like that again no go. PyGame just doesn't have that kind of support yet.

RS: PyGame does have joystick support. It has mouse support as well. And
while the sound mixer may be lacking, there are other libraries that can
pick up the slack. Libraries like those

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread Christopher Bartlett
Hello Thomas and Ryan.  I do note that Ryan is correct insofar as a number
of CS programs appear to be experimenting with Python for their basic
algorithm classes because of its directness and interactive nature.  I'm
unqualified to weigh in on the technical debate except to note that Qwitter
and NVDA may not be comparable in complexity of resource usage to a
high-performance audio game.  It does look like there are alternate
(better?) sound libraries available, but I'm not even to the point of sound
design at this time, as I'm de-rustifying programming chops that are twenty
years old and predate the prevalence of object-oriented programming.  I get
the basic intent of OO, but have never done it extensively, so there's a
learning curve.  Python class usage appears much simpler than C++ and the
like.

My biggest problem is wrapping my brain around a language without overt
usage of pointers, something I got really good at back when rocks were soft.

Anyway, I don't want to get into a detailed technical discussion on a games
list as it's now definitely headed off topic.  Perhaps I should sign up for
the blind programmer's list.  Anyone have the subscription address?  On a
related note, if you have any web-based resources for learning how to code
AIs, I'd be interested to learn more about how folk have done that.

Christopher Bartlett



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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread Che
 As a developer that looked into many programming options before making my 
choice, I feel the need to respond to this thread in order to possibly 
prevent other potential programmers from being angled away from python based 
on thomases post.
 I rarely post to list here, but I do check in from time to time, so please 
don't take my lack of posts as any indication that I don't stay in tune with 
the community I partially serve.
 I realize thomas is seen as a voice of authority here on list, but I think 
on this subject, he is very very wrong.
 Thomas has put down other programming languages before as well, such as VB 
6 for being outdated, etc.
 but I say let the work stand for itself. look at what jim kitchen  and 
David Greenwood have done with vb 6, regarding python, look at sound RTS, or 
qwittter,  on and on.
 To say python is only for amateur programmers is ridiculous to be sure. 
Also, I have to question thomases authority on this subject, as he has yet 
to release a game for profit, so up to this point, he is by definition an 
amateur programmer himself.
 I realize MOTA will be sold for a profit, and Thomas has collected money 
for pre sales, but to this point, no final product has ben released for 
commercial sale, thus seriously diluting his point  about professional 
development with python in my opinion, especially considering the vast 
number of projects out there that have been released for a profit using 
python.
 This post isn't to flame on Thomas, he has worked hard on his games, most 
very especially MOTA, but for him to crap on python on this list given the 
attention his posts receive is irresponsible  and not well thought out in my 
opinion.
 From what I've seen and tested, I don't think python would have any 
trouble running MOTA, or most any other audio game out there, given current 
system specs.
 And I am not talking out of my rear end here either. I've done one of the 
most complex audio games out there with Rail Racer, I know what I speak of.
 But to me, the most important things involved in creating a good audio 
game, or any other program for that matter is being an inventive, efficient 
and dedicated developer.

 No matter what language you use, if your idea sucks, it won't matter.
 If your skills suck, it won't matter.
 If your dedication sucks, it won't matter.
 The skills learned by teaching yourself a language such as python will 
carry over to any other language, picking up the syntax is the easy part, 
learning how to efficiently make code do what you want, that’s the magic, 
and learning to think that way will be greatly advanced by using python or 
any other language for that matter.
 I want to reiterate, this post isn't here to flame anyone else, but I know 
a lot of you guys on list here follow thomas' posts closely, and as a fellow 
quote unquote professional developer, I just think he is dead wrong about 
the downside of python, and I would hate to see someone not use python 
because they have heard it can't do what they want.
 check the programming options out yourself, and make a balanced opinion 
for what works for you, your idea and implementation will be the reason your 
game succeeds or fails, not the language you choose.
Lord knows, we need as many creative game developers out there as we can get 
for the audio game community, and no matter what you use to create it, if 
its fun and engaging, I for one will buy it, I don't care if you program it 
with punch cards, grin.

 Thanks for listening,
 Che
Developer,-  Blind Adrenaline Simulations


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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread Jeremy Kaldobsky
AMEN Che!  I agree 100%

--- On Sat, 4/23/11, Che blindadrenal...@gmail.com wrote:

 From: Che blindadrenal...@gmail.com
 Subject: Re: [Audyssey] Python resources, possibly somewhat o/t
 To: The Addictor kenwdow...@neo.rr.com, Gamers Discussion list 
 gamers@audyssey.org
 Date: Saturday, April 23, 2011, 9:17 PM
  As a developer that looked into many
 programming options before making my choice, I feel the need
 to respond to this thread in order to possibly prevent other
 potential programmers from being angled away from python
 based on thomases post.
  I rarely post to list here, but I do check in from time to
 time, so please don't take my lack of posts as any
 indication that I don't stay in tune with the community I
 partially serve.
  I realize thomas is seen as a voice of authority here on
 list, but I think on this subject, he is very very wrong.
  Thomas has put down other programming languages before as
 well, such as VB 6 for being outdated, etc.
  but I say let the work stand for itself. look at what jim
 kitchen  and David Greenwood have done with vb 6,
 regarding python, look at sound RTS, or qwittter,  on
 and on.
  To say python is only for amateur programmers is
 ridiculous to be sure. Also, I have to question thomases
 authority on this subject, as he has yet to release a game
 for profit, so up to this point, he is by definition an
 amateur programmer himself.
  I realize MOTA will be sold for a profit, and Thomas has
 collected money for pre sales, but to this point, no final
 product has ben released for commercial sale, thus seriously
 diluting his point  about professional development with
 python in my opinion, especially considering the vast number
 of projects out there that have been released for a profit
 using python.
  This post isn't to flame on Thomas, he has worked hard on
 his games, most very especially MOTA, but for him to crap on
 python on this list given the attention his posts receive is
 irresponsible  and not well thought out in my opinion.
  From what I've seen and tested, I don't think python would
 have any trouble running MOTA, or most any other audio game
 out there, given current system specs.
  And I am not talking out of my rear end here either. I've
 done one of the most complex audio games out there with Rail
 Racer, I know what I speak of.
  But to me, the most important things involved in creating
 a good audio game, or any other program for that matter is
 being an inventive, efficient and dedicated developer.
  No matter what language you use, if your idea sucks, it
 won't matter.
  If your skills suck, it won't matter.
  If your dedication sucks, it won't matter.
  The skills learned by teaching yourself a language such as
 python will carry over to any other language, picking up the
 syntax is the easy part, learning how to efficiently make
 code do what you want, that’s the magic, and learning to
 think that way will be greatly advanced by using python or
 any other language for that matter.
  I want to reiterate, this post isn't here to flame anyone
 else, but I know a lot of you guys on list here follow
 thomas' posts closely, and as a fellow quote unquote
 professional developer, I just think he is dead wrong about
 the downside of python, and I would hate to see someone not
 use python because they have heard it can't do what they
 want.
  check the programming options out yourself, and make a
 balanced opinion for what works for you, your idea and
 implementation will be the reason your game succeeds or
 fails, not the language you choose.
 Lord knows, we need as many creative game developers out
 there as we can get for the audio game community, and no
 matter what you use to create it, if its fun and engaging, I
 for one will buy it, I don't care if you program it with
 punch cards, grin.
  Thanks for listening,
  Che
 Developer,-  Blind Adrenaline Simulations
 
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the
 web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the
 management of the list,
 please send E-mail to gamers-ow...@audyssey.org.
 

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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread Shane Lowe

same here!

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 23, 2011 9:28 PM
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t



AMEN Che!  I agree 100%

--- On Sat, 4/23/11, Che blindadrenal...@gmail.com wrote:


From: Che blindadrenal...@gmail.com
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t
To: The Addictor kenwdow...@neo.rr.com, Gamers Discussion list 
gamers@audyssey.org

Date: Saturday, April 23, 2011, 9:17 PM
 As a developer that looked into many
programming options before making my choice, I feel the need
to respond to this thread in order to possibly prevent other
potential programmers from being angled away from python
based on thomases post.
 I rarely post to list here, but I do check in from time to
time, so please don't take my lack of posts as any
indication that I don't stay in tune with the community I
partially serve.
 I realize thomas is seen as a voice of authority here on
list, but I think on this subject, he is very very wrong.
 Thomas has put down other programming languages before as
well, such as VB 6 for being outdated, etc.
 but I say let the work stand for itself. look at what jim
kitchen and David Greenwood have done with vb 6,
regarding python, look at sound RTS, or qwittter, on
and on.
 To say python is only for amateur programmers is
ridiculous to be sure. Also, I have to question thomases
authority on this subject, as he has yet to release a game
for profit, so up to this point, he is by definition an
amateur programmer himself.
 I realize MOTA will be sold for a profit, and Thomas has
collected money for pre sales, but to this point, no final
product has ben released for commercial sale, thus seriously
diluting his point about professional development with
python in my opinion, especially considering the vast number
of projects out there that have been released for a profit
using python.
 This post isn't to flame on Thomas, he has worked hard on
his games, most very especially MOTA, but for him to crap on
python on this list given the attention his posts receive is
irresponsible and not well thought out in my opinion.
 From what I've seen and tested, I don't think python would
have any trouble running MOTA, or most any other audio game
out there, given current system specs.
 And I am not talking out of my rear end here either. I've
done one of the most complex audio games out there with Rail
Racer, I know what I speak of.
 But to me, the most important things involved in creating
a good audio game, or any other program for that matter is
being an inventive, efficient and dedicated developer.
 No matter what language you use, if your idea sucks, it
won't matter.
 If your skills suck, it won't matter.
 If your dedication sucks, it won't matter.
 The skills learned by teaching yourself a language such as
python will carry over to any other language, picking up the
syntax is the easy part, learning how to efficiently make
code do what you want, that’s the magic, and learning to
think that way will be greatly advanced by using python or
any other language for that matter.
 I want to reiterate, this post isn't here to flame anyone
else, but I know a lot of you guys on list here follow
thomas' posts closely, and as a fellow quote unquote
professional developer, I just think he is dead wrong about
the downside of python, and I would hate to see someone not
use python because they have heard it can't do what they
want.
 check the programming options out yourself, and make a
balanced opinion for what works for you, your idea and
implementation will be the reason your game succeeds or
fails, not the language you choose.
Lord knows, we need as many creative game developers out
there as we can get for the audio game community, and no
matter what you use to create it, if its fun and engaging, I
for one will buy it, I don't care if you program it with
punch cards, grin.
 Thanks for listening,
 Che
Developer,- Blind Adrenaline Simulations


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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread Christopher Bartlett
In the interests of expressing my feelings on the responses and heading off any 
possibility of the discussion turning unpleasant, I for one am grateful for 
Thomas' post, as I am for Ryan's and Chee's.  As someone who is coming back to 
all this after a very long hiatus, I'm pleased to get opinions from various 
perspectives.  

The practical answer to all this is that I am extremely unlikely to ever dive 
back into C++ or J++ or anything of the sort.  I am far more likely to do 
something in Python, about which I am rather excited as it's unlike the several 
other languages I worked with back before oxygen was liberated from the crust.  
(Insert joke about having to compute uphill in the snow, both ways, here.)  As 
such, I'm probably going to devote considerable time and effort into learning 
the language for projects of various sorts, which may well include something 
for all of you.  So, to drag this thread back to the original intent, if any of 
you have resources to post that I haven't found already, please let me know.  
And again, thank you for all the other discussion.
Chris Bartlett



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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread Thomas Ward
Hi Ken,

Well,honestly I'm not exactly in favor of visual Basic .Net for gaming
simply because the documentation isn't there.  Most of the APIs
available for .Net like SDL, Managed DirectX, XNA, and SlimDX all
assume you know and use C#.net.  Therefore all of the sample programs
and documentation  is aimed towards a C#.net developer rather than a
VB.net developer. If you are starting out programming you might as
well bite the bullet and take up C#.net rather than VB.net simply for
the documentation alone. Especially, as you just pointed out you are
better at looking atsample code than reading manuals.

 Another reason I would recommend C#.net over VB.net is because C#.net
is supported on non-Windows  platforms like Linux and Mac OS via Mono.
This means you could in theory write some cross-platform games simply
by using C#.net, Monodevelop, and SDL.net.  I think it is important
new developers are aware of this possibility/option.

Finally, Monodevelop is a totally free and open source C#.net IDE for
Mac, Linux, and Windows.  Its fully accessible, and unlike Microsoft's
Visual Studio Express they don't cut out features just because it is
free.  With Visual Studio Microsoft has yanked out a number of
features you really need such as the ability to cross-compile between
32-bit and 64-bit platforms, and instead gives you a generic any CPU
option that doesn't necessarily work on any CPU.  With Mono you can
compile for 32-bit Intel processors, target AMD 64-bit processors,
compile for Itanium processors, etc which means you can optomise the
code directly for the target platform where Visual Studio Express
doesn't. Which means if you want all the features in Microsoft's
C#.net compiler you have to buy it where Monodevelop is free.

That said, there are a few disadvantages of Mono I'd like to point out
to be fair. Since Mono is being driven using an open source model they
run behind the current Microsoft .Net Framework and are usually a good
version or two behind. For instance, I believe Mono is now compatible
with .Net 3.0 and of course Windows 7 ships with .Net 4.0.  That's not
necessarily a bad thing if your focus is maximum compatibility with a
large number of target platforms and machines, but would be if there
is some new library or feature of .Net 4.0 you really wanted.

Another downside, which isn't a big issue for me, is compatibility
with comercial APIs.  If you want to include an open source game API
like SDL, SFML, or SlimDX Mono is always pretty compatible with the
open source APIs as many open source devs are using Mono rather than
Microsoft's .net.  However, if you wanted to install and use something
like Microsoft's XNA Framework then you might run into compatibility
issues since Microsoft, as usual, only developed it with their
proprietary .Net platform in mind.  However, since XNA is pretty
unaccessible with screen readers anyway its not a huge loss if Mono
doesn't support the latest and greatest XNA.


As far as documentation, sample code, I'll see what I can do.  I think
.Net via Mono is a better option than Python, and I'm well aware of
the fact not everyone wants to take on a full blown language like C++.
 Converting a few simple games like Chopper Patrol to C#.net and SDL
shouldn't be a big problem.  Inf act, it might be fun eaching C#.net
and cross-platform programming at the same time is a good thing right?

Cheers!

On 4/22/11, The Addictor kenwdow...@neo.rr.com wrote:
 Hey Tom,
 I'm just about to bite the bullet in regards to learning one of the .net
 languages, maybe even c#.  What I need to get started is a really easy
 game--maybe not even a whole game.  How about a program that makes a
 helicopter fly around, a bit like Heli, but without the other complexities.
 I'm not good at learning from manuals, but I'm great at learning by taking
 apart a game and figuring out how it works, so if someone could write a real
 simple game like that, preferably in vb.net--but I'll take c#.net if I have
 to, I'll learn it.  Once I see how everything is set up--you know, the
 basics, then I can incorporate what the manuals teach and start writing
 code--I just seem to need a boost.  I remember how daunting vb6 was, but
 then Justin's sample game came out--and voila!  Enemy attack was on the
 scene in a few weeks, then my other games.
 Any suggestions or thoughts?
 Ken Downey
 The Addictor
 www.TheAddictor.com

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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread Thomas Ward
Hi Chris,

All I can say is best of luck. Although, Python might look simple its
proving to be an incredably powerful programming language as a whole.
To date I can name two fully feature screen readers NVDA and Orca
written in pure Python. There are a few accessible games  like
SoundRTS as well as many mainstream games written in Python.  There
are general applications from general scripts all the way up to fully
featured apps like podcatcher software written in Python. Its
certainly worth looking at if the C-Style languages turns you off.

Cheers!

On 4/23/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 In the interests of expressing my feelings on the responses and heading off
 any possibility of the discussion turning unpleasant, I for one am grateful
 for Thomas' post, as I am for Ryan's and Chee's.  As someone who is coming
 back to all this after a very long hiatus, I'm pleased to get opinions from
 various perspectives.

 The practical answer to all this is that I am extremely unlikely to ever
 dive back into C++ or J++ or anything of the sort.  I am far more likely to
 do something in Python, about which I am rather excited as it's unlike the
 several other languages I worked with back before oxygen was liberated from
 the crust.  (Insert joke about having to compute uphill in the snow, both
 ways, here.)  As such, I'm probably going to devote considerable time and
 effort into learning the language for projects of various sorts, which may
 well include something for all of you.  So, to drag this thread back to the
 original intent, if any of you have resources to post that I haven't found
 already, please let me know.  And again, thank you for all the other
 discussion.
   Chris Bartlett



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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread Thomas Ward
Hi Che,

Well, I'm not saying/arguing that Python can't write a game as good as
MOTA, but wanted to point out that there are some features you'll miss
by using something like Python with PyGame.For instance, if you wanted
to support force feedback devices PyGame currently doesn't have force
feedback support. This may or may not be adeal braker for a game
developer, but is something a new developer might want to be aware of.

Other issues is advanced audio. Since PyGame uses SDL Mixer it has
very very generic 3d audio support. For most games such as SoundRTS
this is a non-issue.There are alternatives though such as PySonic, a
wrapper for FMOD Ex,  and PyOpenAL, a Python wrapper for OpenAL. Both
have 3d audio support, but I'm not sure of the status of these Python
wrappers.  Thereis PySFML which wraps SFML and I know it is being
maintained as v1.6 was released not long ago. So if you take in
account these alternative game APIs a game like Shades of Doom is
certainly possible with a few exceptions such as no force feedback
support.

The other issue I wanted to stress  , which isn't as big an issue now
as it use to be, is native code verses runtime code. There is no doubt
that correctly native written code in C++ or assembly will run faster
than any runtime language. However, I'm fully aware that not everyone
is willing to learn something like C++. That's where the runtime
languages like Python, Java, and .Net comes in handy as they are
high-level languages meant to simplify programming for amateurs and
professionals alike.

I still believe if you have the skills that programming in pure C/C++
is the best option. However, if you can't or don't want to .Net, Java,
and other runtime languages are getting close to native speeds by
optomising the frameworks, and it helps that more and more systems
with 3 GHZ processors are more common. The newer duel core systems
have no problem executing runtime languages like Python, Java, or .Net
because of improved CPU power. So you are definitely right that the
points I raised about performance is quickly becoming less an issue
than it use to be. I guess it all depends on what kinds of platforms
you plan to support.

So before I go I'd like to point out that I'm certainly not unbiast
when it comes to programming languages. Like religeon and politics all
of us have discovered languages that just works for us, languages we
like, and it is part experience and part personal preference that that
goes into what languages I recommend/support. I've always felt more at
home with C-Style languages like C++, Java, Perl, C#.Net, etc so
naturally its what I usually recommend. I've never taken to the
languages like Python, and I frankly don't like them for a number of
reasons. Both technical and personal. Just thought I should clarify
where I stand.

Cheers!




On 4/23/11, Che blindadrenal...@gmail.com wrote:
   As a developer that looked into many programming options before making my
 choice, I feel the need to respond to this thread in order to possibly
 prevent other potential programmers from being angled away from python based
 on thomases post.
   I rarely post to list here, but I do check in from time to time, so please
 don't take my lack of posts as any indication that I don't stay in tune with
 the community I partially serve.
   I realize thomas is seen as a voice of authority here on list, but I think
 on this subject, he is very very wrong.
   Thomas has put down other programming languages before as well, such as VB
 6 for being outdated, etc.
   but I say let the work stand for itself. look at what jim kitchen  and
 David Greenwood have done with vb 6, regarding python, look at sound RTS, or
 qwittter,  on and on.
   To say python is only for amateur programmers is ridiculous to be sure.
 Also, I have to question thomases authority on this subject, as he has yet
 to release a game for profit, so up to this point, he is by definition an
 amateur programmer himself.
   I realize MOTA will be sold for a profit, and Thomas has collected money
 for pre sales, but to this point, no final product has ben released for
 commercial sale, thus seriously diluting his point  about professional
 development with python in my opinion, especially considering the vast
 number of projects out there that have been released for a profit using
 python.
   This post isn't to flame on Thomas, he has worked hard on his games, most
 very especially MOTA, but for him to crap on python on this list given the
 attention his posts receive is irresponsible  and not well thought out in my
 opinion.
   From what I've seen and tested, I don't think python would have any
 trouble running MOTA, or most any other audio game out there, given current
 system specs.
   And I am not talking out of my rear end here either. I've done one of the
 most complex audio games out there with Rail Racer, I know what I speak of.
   But to me, the most important things involved in creating a good audio
 game, or any other 

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread Thomas Ward
Hi Chris,

Yeah, there are better sound libraries available for Python. As I
mentioned in a prior e-mail there is an open source Python wrapper for
FMOD Ex called PySonic. Last time I checked PySonic hadn't been
updated for ages and isn't compatible with current versions of FMOD
though. There is a Python wrapper for OpenAL-Soft called PyOpenAL, but
again I haven't kept up with that project since I don't really use
Python much. There is also a Python wrapper for SFML called PySFML and
I do know that is up to date.The only drawback with PySFML is that
currently it blue screens on Windows XP do to video card driver
compatibility issues.  I wish they'd fix that, as I'd love to use SFML
as part of my game engine. Anyway, there are better alternatives than
PyGame available out there for Python.

Cheers!


On 4/23/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 Hello Thomas and Ryan.  I do note that Ryan is correct insofar as a number
 of CS programs appear to be experimenting with Python for their basic
 algorithm classes because of its directness and interactive nature.  I'm
 unqualified to weigh in on the technical debate except to note that Qwitter
 and NVDA may not be comparable in complexity of resource usage to a
 high-performance audio game.  It does look like there are alternate
 (better?) sound libraries available, but I'm not even to the point of sound
 design at this time, as I'm de-rustifying programming chops that are twenty
 years old and predate the prevalence of object-oriented programming.  I get
 the basic intent of OO, but have never done it extensively, so there's a
 learning curve.  Python class usage appears much simpler than C++ and the
 like.

 My biggest problem is wrapping my brain around a language without overt
 usage of pointers, something I got really good at back when rocks were soft.

 Anyway, I don't want to get into a detailed technical discussion on a games
 list as it's now definitely headed off topic.  Perhaps I should sign up for
 the blind programmer's list.  Anyone have the subscription address?  On a
 related note, if you have any web-based resources for learning how to code
 AIs, I'd be interested to learn more about how folk have done that.

   Christopher Bartlett



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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-22 Thread Christopher Bartlett
Hi Thomas.  I'm actually not a newbie programmer, and have a very good
grounding in the over-arching concepts of algorithm development and language
structure.  I did it for a living a long time ago.  

I may be wrong about this, but from what I've gleaned from my survey of
available docs, it looks as though one can actually create compiled code
from python scripts, including actual full-blown executables.  Now I don't
know if they produce code that runs in comparable time to executables
produced by C++ etc.

It also looks as though with recent versions there are good hooks into
various OS APIs for low-level operations that might reduce the performance
problems of Python.  This is speculative on my part as one major reason I
never got back into programming was the learning curve of the Windows
interface and never finding anything that actually spelled out how to use it
in a way that didn't eat my brain.  

As for my goals, well, I'm not sure.  I'm interested more in strategic level
games than something like Shades of Doom or Mysteries of the Ancients.  I'm
fascinating by the process of developing enemy AIs, something I never
learned, and various ways of teaching them to be better opponents.

I want to get to grips with the language itself, (am going through the
tutorials with version 3.2) and then begin incorporating windows-specific
constructions to learn how to construct good interfaces for us.  Once I have
a better handle on what the language can do, I'll have a better sense of
what I want to do with it.

Please know that I respect your experience as an actual developer, and
appreciate you taking the time to express your concerns.  Looks to me as
though Python teaches *different* bad habits than C++, which I have come to
cordially despise.  *smile*

Chris Bartlett



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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-22 Thread Thomas Ward
Hi Chris,

Thanks for explaining that. I wasn't really certain of your past
experience, or what your goals were, so to speak, so I just gave you
the standard overview I would give anyone when asking about Python.
Here is some information that might answer some questions and might
help you with python.

As for compiling executables with Python yes that is possible. There
is a program called py2exe that essentually creates a Windows
executable for you. What it does is it compiles or packs all of your
pyc files into a *.exe file and then copies the necessary Python pyd
libraries to your directory. This makes it into a stand alone
executable, but at considerable bloat as you have to install the
Python runtime with every program you compile as those pyd libraries
are necessary for that *.exe file to run.

As far as runtime performance goes there is some advantage in speed
compiling at as a *.exe file as it byte compiles some of the code. It
is certainly faster than running a standard *.py script would be.
However, since its not true native code its not as fast as true C/C++
or assembly code would be. However, as you seam to be interested in
turn-based strategy games etc this wouldn't be such a problem for you
I don't think. SoundRTS is ritten in pure Python and works well
enough.

As for various APIs etc yes there are a lot of Python wrappers/hooks
for most things on Windows, Linux, and Mac. Python certainly is
growing in support, but most of those are for Python 2.6 and 2.7
current. I see here you are using the 3.2 runtime which I don't
recommend using yet as its not well supported yet. If I were you I'd
use Python 2.7 as that is the current version of Python, and what many
of the 2.x APIs are being updated to support right now.  Especially,
if you want to write games.

For example, PyGame which I mentioned earlier. The last version I have
is for Python 2.6 and I hear they are coming out with a version for
Python 2.7. In fact, the next release of Ubuntu Linux, 11.04, is now
shipping with 2.7 by default, and will have the new version of PyGame
for Python 2.7 installed. I know your focus is most likely on Windows
development here, but my purpose of mentioning what Ubuntu Linux is
using is merely to point out what the industry as a whole is using. If
you rush ahead and start developing using bleeding edge Python such as
3.2 you aren't going to be able to get a hold of all of the APIs you
need/want right now and may have to end updating and compiling them
manually. Plus if you ever want to create cross-platform games, which
you certainly could do using Python, you'd have to use the version Mac
and Linux are using which is not always the latest and greatest
available on the Python website.

As far as the Windows API etc goes I know that feeling all too well.
Microsoft never was very good at explaining things in something a
person could clearly understand. If you look at the DirectX 9.0C
sample source code it is a case in point. They have classes, that wrap
classes, that wraps more classes, that wraps DirectX, etc so much that
you don't have any idea what is necessary and what is just fluff. You
practically have to follow the dchain of development from beginning to
end and maybe if your lucky you might figure out what in heck
Microsoft is talking about. Lol!

Its for that reason why I really began using .Net professionally. The
Microsoft .Net Framework is a lot better documented than the low-level
C++ APIs for Windows, and a whole lot easier to learn. It uses a pure
object orientd approach which is nice, and languages like C# .Net,
called C-Sharp, is a very stripped down and much simplar version of
C++. More like Java in a way. Plus its cross-platform via Mono so I'm
pretty happy with the .Net sweet of languages myself.


Anyway, as far as programming artificial intelligence that's a pretty
advanced field in and of itself. There are entire books on just one
aspect of it such as fuzzy logic. I usually don't use that advanced a
method in my games, at least I haven't yet, but the more advanced you
get into it the more realistic your bots will become in games. A lot
of time it just comes down to writing a set of logical instructions
for the bot to try and attempt like if this hhappens try this, if that
happens try that, and if something else happens try the other thing.
This works, but will become predictable after a while. That's where
fuzzy logic will become so much nicer as it won't be nearly as
predictable or easy to guess what its going to try next.

Cheers!

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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-22 Thread The Addictor

Hey Tom,
I'm just about to bite the bullet in regards to learning one of the .net 
languages, maybe even c#.  What I need to get started is a really easy 
game--maybe not even a whole game.  How about a program that makes a 
helicopter fly around, a bit like Heli, but without the other complexities. 
I'm not good at learning from manuals, but I'm great at learning by taking 
apart a game and figuring out how it works, so if someone could write a real 
simple game like that, preferably in vb.net--but I'll take c#.net if I have 
to, I'll learn it.  Once I see how everything is set up--you know, the 
basics, then I can incorporate what the manuals teach and start writing 
code--I just seem to need a boost.  I remember how daunting vb6 was, but 
then Justin's sample game came out--and voila!  Enemy attack was on the 
scene in a few weeks, then my other games.

Any suggestions or thoughts?
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 22, 2011 12:48 PM
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t



Hi Chris,

Thanks for explaining that. I wasn't really certain of your past
experience, or what your goals were, so to speak, so I just gave you
the standard overview I would give anyone when asking about Python.
Here is some information that might answer some questions and might
help you with python.

As for compiling executables with Python yes that is possible. There
is a program called py2exe that essentually creates a Windows
executable for you. What it does is it compiles or packs all of your
pyc files into a *.exe file and then copies the necessary Python pyd
libraries to your directory. This makes it into a stand alone
executable, but at considerable bloat as you have to install the
Python runtime with every program you compile as those pyd libraries
are necessary for that *.exe file to run.

As far as runtime performance goes there is some advantage in speed
compiling at as a *.exe file as it byte compiles some of the code. It
is certainly faster than running a standard *.py script would be.
However, since its not true native code its not as fast as true C/C++
or assembly code would be. However, as you seam to be interested in
turn-based strategy games etc this wouldn't be such a problem for you
I don't think. SoundRTS is ritten in pure Python and works well
enough.

As for various APIs etc yes there are a lot of Python wrappers/hooks
for most things on Windows, Linux, and Mac. Python certainly is
growing in support, but most of those are for Python 2.6 and 2.7
current. I see here you are using the 3.2 runtime which I don't
recommend using yet as its not well supported yet. If I were you I'd
use Python 2.7 as that is the current version of Python, and what many
of the 2.x APIs are being updated to support right now.  Especially,
if you want to write games.

For example, PyGame which I mentioned earlier. The last version I have
is for Python 2.6 and I hear they are coming out with a version for
Python 2.7. In fact, the next release of Ubuntu Linux, 11.04, is now
shipping with 2.7 by default, and will have the new version of PyGame
for Python 2.7 installed. I know your focus is most likely on Windows
development here, but my purpose of mentioning what Ubuntu Linux is
using is merely to point out what the industry as a whole is using. If
you rush ahead and start developing using bleeding edge Python such as
3.2 you aren't going to be able to get a hold of all of the APIs you
need/want right now and may have to end updating and compiling them
manually. Plus if you ever want to create cross-platform games, which
you certainly could do using Python, you'd have to use the version Mac
and Linux are using which is not always the latest and greatest
available on the Python website.

As far as the Windows API etc goes I know that feeling all too well.
Microsoft never was very good at explaining things in something a
person could clearly understand. If you look at the DirectX 9.0C
sample source code it is a case in point. They have classes, that wrap
classes, that wraps more classes, that wraps DirectX, etc so much that
you don't have any idea what is necessary and what is just fluff. You
practically have to follow the dchain of development from beginning to
end and maybe if your lucky you might figure out what in heck
Microsoft is talking about. Lol!

Its for that reason why I really began using .Net professionally. The
Microsoft .Net Framework is a lot better documented than the low-level
C++ APIs for Windows, and a whole lot easier to learn. It uses a pure
object orientd approach which is nice, and languages like C# .Net,
called C-Sharp, is a very stripped down and much simplar version of
C++. More like Java in a way. Plus its cross-platform via Mono so I'm
pretty happy with the .Net sweet of languages myself.


Anyway, as far as programming artificial

Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-21 Thread Willem

The tutorial in the helpfile is a good place to start.

Also just running the interpreter and typing commands is - a good way to 
learn Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, April 21, 2011 9:20 PM
Subject: [Audyssey] Python resources, possibly somewhat o/t


Ok, I have to come clean.  I love the intellectual puzzle-solving aspects 
of

programming, and used to be a pretty hot algorithm designer in class
programming teams.  The drudgery that is most programming has turned me 
away

from this love.



Recently while pondering a challenge in playing RSW, (retro starweb) I
decided that programming was going to be my only solution, other than
waiting for the developer to create the text-based client.  In checking 
out

the current programming landscape, I discovered Python, which I had known
about in a sort of oh, this exists and is scriptish, kind of way.  But in
investigating further, I found a language I could very much fall in love
with, given some proper resources to learn from.



So, to those of you who program out there, if any of you use Python, can 
you
steer me to resources where I can learn the language, and get some nudges 
on

algorithm development?  The possible pay-off is that I may end up throwing
my hat into the games blind people can play development ring, and more 
devs

is a good thing, right?



   Chris Bartlett



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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-21 Thread Christopher Bartlett
Yes.  I'm looking for something that addresses creation of traditional data
structures, or tells me about how Python does them better.  For instance for
game creation, one needs an efficient way of grouping game data into objects
that control in-game things like characters, ships, terrain, etc.  I see
some ways of doing these things, but not knowing about Python's code
optimization strategy, I don't know which are most efficient and which are
easiest to write in the language.  I've looked at a fair bit of the tutorial
and done some specific searching.

Are any of the typical resources available in accessible formats other than
e-books?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Thursday, April 21, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t

The tutorial in the helpfile is a good place to start.

Also just running the interpreter and typing commands is - a good way to 
learn Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, April 21, 2011 9:20 PM
Subject: [Audyssey] Python resources, possibly somewhat o/t


 Ok, I have to come clean.  I love the intellectual puzzle-solving aspects 
 of
 programming, and used to be a pretty hot algorithm designer in class
 programming teams.  The drudgery that is most programming has turned me 
 away
 from this love.



 Recently while pondering a challenge in playing RSW, (retro starweb) I
 decided that programming was going to be my only solution, other than
 waiting for the developer to create the text-based client.  In checking 
 out
 the current programming landscape, I discovered Python, which I had known
 about in a sort of oh, this exists and is scriptish, kind of way.  But in
 investigating further, I found a language I could very much fall in love
 with, given some proper resources to learn from.



 So, to those of you who program out there, if any of you use Python, can 
 you
 steer me to resources where I can learn the language, and get some nudges 
 on
 algorithm development?  The possible pay-off is that I may end up throwing
 my hat into the games blind people can play development ring, and more 
 devs
 is a good thing, right?



Chris Bartlett



 ---
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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-21 Thread Trouble

Try python.org

At 03:20 PM 4/21/2011, you wrote:

Ok, I have to come clean.  I love the intellectual puzzle-solving aspects of
programming, and used to be a pretty hot algorithm designer in class
programming teams.  The drudgery that is most programming has turned me away
from this love.



Recently while pondering a challenge in playing RSW, (retro starweb) I
decided that programming was going to be my only solution, other than
waiting for the developer to create the text-based client.  In checking out
the current programming landscape, I discovered Python, which I had known
about in a sort of oh, this exists and is scriptish, kind of way.  But in
investigating further, I found a language I could very much fall in love
with, given some proper resources to learn from.



So, to those of you who program out there, if any of you use Python, can you
steer me to resources where I can learn the language, and get some nudges on
algorithm development?  The possible pay-off is that I may end up throwing
my hat into the games blind people can play development ring, and more devs
is a good thing, right?



Chris Bartlett



---
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You can make changes or update your subscription via the web, at
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please send E-mail to gamers-ow...@audyssey.org.


Tim
trouble

Never offend people with style when you can offend them with substance.
--Sam Brown

Blindeudora list owner.
To subscribe or info: http://www.freelists.org/webpage/blindeudora   



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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-21 Thread Greg Wocher

On 4/21/2011 3:20 PM, Christopher Bartlett wrote:

Ok, I have to come clean.  I love the intellectual puzzle-solving aspects of
programming, and used to be a pretty hot algorithm designer in class
programming teams.  The drudgery that is most programming has turned me away
from this love.



Recently while pondering a challenge in playing RSW, (retro starweb) I
decided that programming was going to be my only solution, other than
waiting for the developer to create the text-based client.  In checking out
the current programming landscape, I discovered Python, which I had known
about in a sort of oh, this exists and is scriptish, kind of way.  But in
investigating further, I found a language I could very much fall in love
with, given some proper resources to learn from.



So, to those of you who program out there, if any of you use Python, can you
steer me to resources where I can learn the language, and get some nudges on
algorithm development?  The possible pay-off is that I may end up throwing
my hat into the games blind people can play development ring, and more devs
is a good thing, right?



 Chris Bartlett



---
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Hello,
I know that there is a big zip file from the empowerment zone website.  
It contains a whole lot of documentation on python.  I cant remember the 
exact link to download it though.  Iam sorry.

Greg W.

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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-21 Thread Trouble

Just what is on the web and they do it in modules so look at game.pi

At 05:52 PM 4/21/2011, you wrote:

Yes.  I'm looking for something that addresses creation of traditional data
structures, or tells me about how Python does them better.  For instance for
game creation, one needs an efficient way of grouping game data into objects
that control in-game things like characters, ships, terrain, etc.  I see
some ways of doing these things, but not knowing about Python's code
optimization strategy, I don't know which are most efficient and which are
easiest to write in the language.  I've looked at a fair bit of the tutorial
and done some specific searching.

Are any of the typical resources available in accessible formats other than
e-books?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Thursday, April 21, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t

The tutorial in the helpfile is a good place to start.

Also just running the interpreter and typing commands is - a good way to
learn Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, April 21, 2011 9:20 PM
Subject: [Audyssey] Python resources, possibly somewhat o/t


 Ok, I have to come clean.  I love the intellectual puzzle-solving aspects
 of
 programming, and used to be a pretty hot algorithm designer in class
 programming teams.  The drudgery that is most programming has turned me
 away
 from this love.



 Recently while pondering a challenge in playing RSW, (retro starweb) I
 decided that programming was going to be my only solution, other than
 waiting for the developer to create the text-based client.  In checking
 out
 the current programming landscape, I discovered Python, which I had known
 about in a sort of oh, this exists and is scriptish, kind of way.  But in
 investigating further, I found a language I could very much fall in love
 with, given some proper resources to learn from.



 So, to those of you who program out there, if any of you use Python, can
 you
 steer me to resources where I can learn the language, and get some nudges
 on
 algorithm development?  The possible pay-off is that I may end up throwing
 my hat into the games blind people can play development ring, and more
 devs
 is a good thing, right?



Chris Bartlett



 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
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 list,
 please send E-mail to gamers-ow...@audyssey.org.


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Tim
trouble

Never offend people with style when you can offend them with substance.
--Sam Brown

Blindeudora list owner.
To subscribe or info: http://www.freelists.org/webpage/blindeudora   



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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-21 Thread Kai

Greetings Christopher et al.

Here's the link to the aforementioned file on Python from The Empowerment 
Zone. I cannot, however, vouch for the viability of the content, since I 
neither use nor plan to use Python.


http://www.empowermentzone.com/pyth_doc.zip

Kai

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, April 21, 2011 12:20 PM
Subject: [Audyssey] Python resources, possibly somewhat o/t


Ok, I have to come clean.  I love the intellectual puzzle-solving aspects 
of

programming, and used to be a pretty hot algorithm designer in class
programming teams.  The drudgery that is most programming has turned me 
away

from this love.



Recently while pondering a challenge in playing RSW, (retro starweb) I
decided that programming was going to be my only solution, other than
waiting for the developer to create the text-based client.  In checking 
out

the current programming landscape, I discovered Python, which I had known
about in a sort of oh, this exists and is scriptish, kind of way.  But in
investigating further, I found a language I could very much fall in love
with, given some proper resources to learn from.



So, to those of you who program out there, if any of you use Python, can 
you
steer me to resources where I can learn the language, and get some nudges 
on

algorithm development?  The possible pay-off is that I may end up throwing
my hat into the games blind people can play development ring, and more 
devs

is a good thing, right?



   Chris Bartlett



---
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list,
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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-21 Thread Thomas Ward
Hi Christopher,

Well, the nice thing about Python is there are a lot of online
resources. Before you do anything I think you should read the free
tutorials, wiki, etc over on
www.python.org
to get a beginner to intermediate education on Python. The
tutorials/programming guides are written at a beginner level, and I
highly recommend them for new programmers like yourself.

Once you get some programming experience under your belt you might
want to look at the PyGame website
www.pygame.org
which is a Python wrapper for LibSDL. This will get you started on
game programming adding sounds, music, and event driven input to your
projects.

However, with that said a bit of wisdom/advice from an old hand at
programming. I'm not sure what your expecations are here, but I'd like
to point out some advantages and disadvantages you will encounter with
the Python language. I hope to give you a somewhat realistic and
balanced look at it from a gaming perspective.

On the plus side Python is easy to learn, is cross-platform, and there
are a number of simple APIs like PyGame available to help you quickly
get up and running with game programming. Python is generally a
scripting language, but it can design anything from a simple script
all the way up to full blown applications. All of this makes Python
look good on the surface.

On the down side Python is still a runtime language that requires an
interpreter or runtime environment to run. As a result if you are
thinking about creating high performance games that have to update 40
to 60 times a second Python is going to exicute and run very slow. It
was never designed to handle high performance applications like Shades
of Doom, Mysteries of the Ancients, etc. For something like that you
really need a triditional language like C++ to get the most
performance out of your CPU power and memory.

Second, some of the APIs like PyGame aren't the best APIs available
for game developers. PyGame is decent if you are going to produce a
football game like Jim's NFL, Star Trek Final Conflict, or something
like that, but if you are thinking of something like Shades of Doom or
Mysteries of the Ancients forget it. PyGame's audio API, SDL Mixer,
doesn't have very realistic virtual 3d audio, doesn't really have any
DSP effects to speak of, and there are certainly better alternatives
out there for C/C++ programmers. If you want only keyboard access
PyGame is fine, but if you want advanced Joystick support like force
feedback and things like that again no go. PyGame just doesn't have
that kind of support yet.

Finally, there is the issue of using Python as a springboard to other
programming languages. I don't know about your plans so I'm just
shooting from the hip here, but a lot of people want to try Python
before moving onto something else after they get good at it. The
problem is that you are going to have to start over from scratch if
you use Python and switch to Java, C#, C++, whatever because you
didn't learn much as it relates to other programming languages. In
fact, it has been my personal opinion for a long time Python teaches
programmers bad habits that make it difficult to adapt to other
languages later on.

For instance, Python is a non typed language. That means that when
declaring functions and variables you don't have to initialize it with
an explicit data type like integer, float, double, char, etc. While
this is very nice for newbies, perhaps less confusing, its
none-the-less a very bad habbit to get into. Especially, considering
most programming languages require an explicit data type, and you
should learn to do that from the beginning rather than learning
something like Python and have to start over learning what you should
have learned from the beginning. In other words what I'm saying I
think Python takes too many shortcuts that gives you a less than
aduquit education in programming techniques and theory.

As I said, I don't know about your long term plans here but I'll end
on this note. If you want to be an amateur game developer go with
Python. However, ifyou want to be a pro, write really pro level games,
then you have got to take the bull by the horns and learn something a
bit more advanced than Python.

HTH



On 4/21/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 Ok, I have to come clean.  I love the intellectual puzzle-solving aspects of
 programming, and used to be a pretty hot algorithm designer in class
 programming teams.  The drudgery that is most programming has turned me away
 from this love.



 Recently while pondering a challenge in playing RSW, (retro starweb) I
 decided that programming was going to be my only solution, other than
 waiting for the developer to create the text-based client.  In checking out
 the current programming landscape, I discovered Python, which I had known
 about in a sort of oh, this exists and is scriptish, kind of way.  But in
 investigating further, I found a language I could very much fall in love
 with, given some