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
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
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
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.
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
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
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,
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
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
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
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
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
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
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:
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
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
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