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Re: [pygame] Where Do I Go From Here?



On 12/4/06, Kamilche <klachemin@xxxxxxxxxxx> wrote:
Kris Schnee wrote:
> So, as a lone developer, is it even worth trying to do this 3D system?

Truthfully, I wouldn't even attempt to write a 3D system from scratch.
There are lots of open source and commercial 3D engines out there - I'd
pick one and go with it, rather than reinvent the wheel. 3D programming
is much harder than 2D programming, and bigger teams than yours have
already plowed that same ground.

As a primarily Python programmer I would have to disagree with this vehemently. In my experience, the Python bindings on existing engines tend to be a second rate affair in terms of what is exposed and often to get the full power of the engine you have to write the C++ to expose each bit and piece as your find you need it, or just end up writing most of the functionality in C++ in order with the same level of exposed control as the rest of the engine allows for what was already implemented. In some cases, what can be exposed to scripting is limited because the engine has generic support for multiple languages.

Perhaps I am a bit spoiled by working on EVE Online.  Here Python
comes first and pretty much everything which it is practical to write
in it is written in it.

When I last looked for something more than PyOpenGL or a 3D
engine to use, I ended up using Nedu as a base.

http://trac.zeitherrschaft.org/neuro/wiki

> My reasoning is:
> -That bad 3D is worse than good 2D;

I personally don't think so - take a look at http://www.kamilche.com for
some screenshots of a 2D game I'm currently developing. In truth, I've
been working on it for several years now. I've programmed it in a
variety of different programming languages, but Python is the one that
'stuck.'

I'd agree with this. Take a look at the Infinity Engine based games (Baldur's Gate, Planescape Torment, Icewind Dale, etc). At least to me, the look of these is as good as most 3D games I have played.

Richard.