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Re: [pygame] Capabilities of Pygame



If you set out to remake World of Warcraft in python, then by the time you finish in 200 years, computers will be more than fast enough that your program will run just fine.

Seriously, what kind of game do you want to make? If you want to work on an MMORPG, you'll have to be working for a company, in which case you don't pick a language based on performance, you pick it based on what that company uses. If you're working on a game that you could conceivably write by yourself or with a small team, python will probably be up for the job. In neither case is performance going to be the main consideration of you personally.

So yeah, you'd run into trouble writing WoW in python, but that's really not the question you should be asking.

-Christopher

On Thu, Jan 12, 2012 at 8:45 PM, Ryan Strunk <ryan.strunk@xxxxxxxxx> wrote:

Hello everyone,

As I embark on this journey of learning Pygame and game design, I have one last burning question I haven’t been able to find an answer to. I’ve heard that Python, as an interpreted language, isn’t as fast as languages like C++. It follows, then, that Pygame would suffer the same drawback in terms of speed. What I don’t know, though, is how much this potential limitation would affect game play.

Using Pygame, is it possible to create games that would rival the scope and complexity of mainstream titles out there. Could you build a World the size of World of Warcraft and still have it be responsive to players? Could you build a game as fast-moving as Mortal Kombat, play it over the internet with a good connection, and still have it be as smooth as the Xbox?

I want to make sure I don’t get deep into a project only to realize that the language was better suited to a different style of game.

Any help anyone can provide would be greatly appreciated.

All the best,

Ryan