Re: [pygame] pygame performance limits

2011-11-25 Thread Jake b
The short answer is you don't really have limits. Unless you're doing something slow / inefficient, that would be slow anway. Brute forcing / re-creating surface every frame / mixing different formats on your surfaces / etc. Biggest one I'd think is collision detection. You can make your

Re: [pygame] pygame performance limits

2011-11-24 Thread Bill Coderre
On Nov 23, 2011, at 10:35 AM, Nick Arnoeyts wrote: Yeah, I'm probably worrying prematurely. I'm very easily influenced by FUD and there are a lot of messages floating around that Python (and Ruby) are too slow for making games. Since I started programming thirty years ago, and probably for

Re: [pygame] pygame performance limits

2011-11-24 Thread Julian Marchant
Now, of course, when you have a super-high-level language, like PyGame, and it's running in an interpreted language like Python, you will run out of power much sooner than you would in a language like C, especially on a phone computer. This, however, is no reason to stop using PyGame -- it's a

Re: [pygame] pygame performance limits

2011-11-24 Thread Bill Coderre
On Nov 24, 2011, at 3:55 PM, Julian Marchant wrote: Now, of course, when you have a super-high-level language, like PyGame, and it's running in an interpreted language like Python, you will run out of power much sooner than you would in a language like C, especially on a phone computer.

[pygame] pygame performance limits

2011-11-23 Thread Nick Arnoeyts
Hey everyone I was wondering what the limits of pygame performance are. What is the absolute maximum kind of game that can be written with it, and what kinds of things are better done in pure C++ than python? This is probably a question that's asked periodically on the mailing list, so I

Re: [pygame] pygame performance limits

2011-11-23 Thread Chris Smith
You can't really compare the language C++ with the library Python. You could compare C++ / SDL with Python / Pygame, and probably C++ would be faster (but maybe by not as much as you think)... but it would certainly take a lot more time to write the code. As to what you can do with Pygame, well

Re: [pygame] pygame performance limits

2011-11-23 Thread Nick Arnoeyts
I'm actually not quite sure what I'm going to write yet. Either an RPG in the style of SNES-era Final Fantasy, or a visual novel (if you know Higurashi or Clannad). I'm not (yet) interested in 3D and I would certainly do something like that in C++. Pygame is probably fast enough for the graphics,

Re: [pygame] pygame performance limits

2011-11-23 Thread Chris Smith
You can use Renpy for graphic novels. SNES RPG's would be no problem. For AI and other things, python might be slow but you will probably be surprised how far you can go with it. It'll certainly be easier than going the C++ route (although I'm not a C++ fan, to be honest... I'd use Lisp if I

Re: [pygame] pygame performance limits

2011-11-23 Thread stabbingfinger
Hi, Armor Nick. Some common bottlenecks I've encountered: rendering many images per frame brute force collision checking computationally intensive logic and AI real-time image transformation heavy usage of images with SRCALPHA 2D and 2.5D layering particles These are easy limits to hit early on

Re: [pygame] pygame performance limits

2011-11-23 Thread Nick Arnoeyts
Alright. Thanks for your reply everyone. I'm currently still working on a Ren'py project, but I'm probably going to try pygame once that's finished. I'm mostly making visual novels, though, so it's possible that I'm staying with ren'py until I reach its limits. yours truly armornick 2011/11/23

Re: [pygame] pygame performance limits

2011-11-23 Thread Christopher Night
I don't know why you would be concerned about performance in a visual novel game. Aren't they pretty undemanding? I haven't played these games very much, but isn't it just a series of still images (no animations) and a simple GUI? You might want to look at a pyweek entry called Gregor Samsa. I

Re: [pygame] pygame performance limits

2011-11-23 Thread Nick Arnoeyts
Yeah, I'm probably worrying prematurely. I'm very easily influenced by FUD and there are a lot of messages floating around that Python (and Ruby) are too slow for making games. yours truly armornick 2011/11/23 Christopher Night cosmologi...@gmail.com I don't know why you would be concerned

Re: [pygame] pygame performance limits

2011-11-23 Thread Christopher Night
Whoever said that didn't do a good job distinguishing between casual games and huge professional games. Presumably they would also say that Flash is too slow for making games, but that doesn't stop people from making Flash games. My very rough estimate is that you can easily get Flash-level

Re: [pygame] pygame performance limits

2011-11-23 Thread René Dudfield
Hi, Also, you can do some pretty cool 3D stuff with opengl, since a lot of the hard work is done in shaders on the GPU. So using python is ok. Check out some of the awesome 3d stuff Ian Mallett has done: http://pygame.org/tags/geometrian These action 2d games are fairly intensive:

Re: [pygame] pygame performance limits

2011-11-23 Thread Ryan Hope
Smart use of threads for AI should reduce performance issues... On Wed, Nov 23, 2011 at 2:10 PM, René Dudfield ren...@gmail.com wrote: Hi, Also, you can do some pretty cool 3D stuff with opengl, since a lot of the hard work is done in shaders on the GPU.  So using python is ok. Check out

Re: [pygame] pygame performance limits

2011-11-23 Thread Noel Garwick
Ren'py actually requires more memory than you would think.* The ease of use and robust feautures outweigh this though. The most intensive things for a visual novel would be if you wanted to use some particle effects or something. Honestly the jedit editor it comes packaged with seens to tax