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RE: [pygame] this week in dobb's python-url




Does pygame even have an embedded Python? - I thought
it was just an extension module for whatever py one
dsesired to use, including stackless.

mike

--- "{3.0} bob" <bob@threeoh.com> wrote:
> Speaking of speed, have you thought about forking a
> stackless python version
> of pygame?  Just a thought
> 
> -----Original Message-----
> From: owner-pygame-users@seul.org
> [mailto:owner-pygame-users@seul.org]On
> Behalf Of Pete Shinners
> Sent: Monday, June 04, 2001 8:24 PM
> To: pygame-users@seul.org
> Subject: Re: [pygame] this week in dobb's python-url
> 
> 
> > In article
> <004b01c0ed0d$6e243bc0$0200a8c0@petebox> you wrote:
> > > anyone have their pyquake running just yet? sure
> wouldn't want to
> > > disappoint the python community ;]
> >
> > At the moment I'm a bit too busy rewriting Deus Ex
> in TECO, but I'll
> > add it to my projects list ;-)
> >
> > Do things like a 3d engine work well in SDL? From
> what we've got in
> > pygame, it seems to me to be a lot easier to blit
> previously existing
> > images to the screen than to draw lines and things
> like that -- am I
> > wrong?
> 
> well, pygame-1.1 is coming, and it has full opengl
> support through
> pyopengl. still, when you get to the quake level you
> really begin
> taxing the machine. i'm sure a python engine versus
> a C engine would
> show a strong difference in speed.
> 
> still, running the game logic in some form of higher
> level language
> is slowly becoming the norm with games these days.
> the quake3 engine
> runs all game logic in its own precompiled bytecode
> language. same for
> unreal based games with unrealscript. neither of
> these languages has
> reached as high a level as python yet, but keep
> watching. i imagine
> within a generation or two of game engines, the C
> code will be
> limited to the very core routines (same percentage
> as assembly was
> being used in the pre 3d accelerator days)
> 
> i hear the crystalspace 3d engine has full python
> hooks, but i
> haven't looked into that at all yet. a different
> project has taken
> the quakeworld (old quake1) server and replaced all
> the old
> "quake-c" with python code. even the recent blade of
> darkness
> game ran all python code for the logic. i haven't
> looked into the
> games, but if you download some of the mods for the
> game, it is
> only python code. i think that's pretty cool.
> 
> at this point i think arcade-style 3d games should
> be fully possible
> in python. getting more advanced you'll need to add
> more C code to
> handle things like collision testing, visibility
> checks, and whatnot.
> still, with a small library of nice helper functions
> in C, the rest of
> the game should be happy under python. just need to
> actually test it all
> someday :]
> 
> 
> 
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> 
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