Re: [Audyssey] Another perspective on programming games

2007-01-17 Thread Ken the Crazy
Remember we have a python example, called Moosik.  Apparently the scripts 
don't even need to be compiled, so if ya wanna see it in action check it 
out.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 15, 2007 10:03 PM
Subject: Re: [Audyssey] Another perspective on programming games


 can pithon interface with directX then?

 Josh

 - Original Message - 
 From: Nolan Darilek [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, January 15, 2007 9:52 PM
 Subject: Re: [Audyssey] Another perspective on programming games


 Replying to both of these messages because I seem to have missed one.

 On Jan 15, 2007, at 2:35 AM, shaun everiss wrote:

 I have the vb stuff but another language would be cool.
 What restrictions is ruby over say c#?

 A bit slower, but audio games are generally not as demanding as their
 graphical counterparts. You're also restricted to distributing the
 source with your applications as both are interpreted, though there
 are utilities for both to convert the scripts to windows executables.


 At 08:52 p.m. 15/01/2007, you wrote:
 that sounds a whole lot easier. if i remember that looks like ruby
 code, as
 i've seen the midi scripter that emanuel borsboom wrote in ruby,
 and to
 script midi uses lines like that.

 Yeah, that's one of the more advanced features that I like--you can
 design what are called domain-specific languages, mini-programming
 languages for doing very specific tasks. See, for instance, how I'm
 defining game menus in the game I'm planning to release after Torrent:

 menu do
 menu(Start game) do
 item(Easy) do
 WaveManager.difficulty = WaveManager.Easy
 Game.start
 end
 item(Hard) do
 WaveManager.difficulty = WaveManager.hard
 Game.start
 end
 end
 item(Configure) do
 end
 item(Exit) do
 Game.shutdown
 end
 end

 What I've done here is define a game menu with three items--Start
 game, Configure and Exit. The Start game menu item brings up a
 submenu with two items, Easy and Hard. Each of these sets
 WaveManager.difficulty appropriately and starts the game. The
 Configure item does nothing for now. Exit shuts down the game.

 Now, none of that is standard Ruby. I'm basically developing my own
 mini-language for defining menus from within Ruby itself, and it's
 super easy. This is also very easy to extend to something like, say,
 game entity scripting, so you can easily develop mini-languages for
 creating missions, levels, etc.:

 ship do
 name = CNV Titan
 position = [100, 200, 0]
 speed = 0
 mode = :peaceful
 end

 or something similar. The possibilities are quite exhaustive for what
 can be accomplished with domain-specific languages.

 Anyhow, as I stated, that's a rather advanced feature of Ruby, but it
 gives you some sense of what is possible. It's an easy language, but
 no toy or Kids Programming Language. :P


 however, i didn't realise ruby could actually be coded in windows.
 i tried
 to download ruby but all i got was the interpreter. it didn't
 include any
 docs on how to script it or anything.

 Yeah, that's all there is to it. For a good introductory book, see:

 http://rubycentral.com/book


 and you say it can interface to dx? wow!

 No, I didn't say that. As far as I know, it can't. It does, however,
 work nicely with SDL which is a DirectX alternative.


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Re: [Audyssey] Another perspective on programming games

2007-01-16 Thread Thomas Ward
Hi Josh,
Personally I haven't tried it but Python is  flexible enough to write an 
extension for DirectX. I know that extensions have been written to 
interface with the stock MS SAPI 5 libs, and I am certain a competent 
python dev could whip up a DirectX extension. Probably one has already 
been written for it, and I am just unaware of it.
I do know there are extensions for open source implementations of 
DirectX such as Open GL, Open AL, SDL, etc...
Honestly, game programming centers around Visual Basic, C#, and C++. 
Other languages can write games, but it's just not the same as the 
mainstream.
Typically, when python is   used for games it is used on non-Windows 
platforms where open source languages and technologies are used widely. 
It's kind of like the Microsoft way or the open source way. Take your pick.
I'm not bashing python at all. I do think it is a nice little language. 
Just not commonly used for pro Windows games.

Josh wrote:
 can pithon interface with directX then?

 Josh
   


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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread shaun everiss
I have the vb stuff but another language would be cool.
What restrictions is ruby over say c#?
At 08:52 p.m. 15/01/2007, you wrote:
that sounds a whole lot easier. if i remember that looks like ruby code, as
i've seen the midi scripter that emanuel borsboom wrote in ruby, and to
script midi uses lines like that.
however, i didn't realise ruby could actually be coded in windows. i tried
to download ruby but all i got was the interpreter. it didn't include any
docs on how to script it or anything.
and you say it can interface to dx? wow!


regards,

damien



- Original Message -
From: Nolan Darilek [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 15, 2007 6:11 AM
Subject: [Audyssey] Another perspective on programming games


 Hi, folks.

 Lots of you seem interested in learning how to program games. This is
 great. Lots of you are also scurrying off and downloading the various
 microsoft express IDES. If this is your chosen path then by all
 means, knock yourselves out, but I wanted to toss out another path
 that you may not have considered.

 C#, VB, Java, etc. are popular, powerful languages. They're also very
 verbose when compared to languages like Ruby and Python that can,
 say, write a simple Hello, world program in a single line rather
 than half a dozen.

 If you're wanting to learn programming, consider a language like Ruby
 or Python first. The syntax is much easier to grasp and, in my mind,
 much closer to how we think than are languages like C#/VB. Try to
 guess what this does:

 3.times do
 print Hip hip, hooray!
 end

 vs.:

 for(int i = 0; i  2; i++) {
 Console.Out.Writeline(Hip hip, hooray!);
 }

 You can develop games easily in either of these using libraries like
 RUDL, Rubygame, Pygame, etc. Not only do these have the advantage of
 being cross-platform, but you can type a bit of code, run the game
 instantly, add more, etc. in an evolutionary process so much faster
 than would otherwise be possible with compilation.

 There are disadvantages to this path. These languages may spoil you.
 I've coded for years, and after working with Ruby, coding in Java
 feels like running under water. This may be circumventable, however.
 I've written Torrent in Java and have just recently separated the
 engine components into a separate project for other game development.
 I'm finding that I can use my engine with JRuby, a Java-native
 implementation of Ruby, and enjoy the ease and speed of Ruby plus the
 power of the underlying Java engine. If you're a .net person, there's
 a .net implementation of Ruby on the horizon and, if you find that
 you prefer Python to Ruby, you can already use languages like
 IronPython or Boo (http://boo.codehaus.org) with DirectX or whatever
 your .net engine of choice might be. Actually, if Python is your pick
 then you can already use either of these with existing DirectX
 resources/tutorials to get up to speed that much quicker with skills
 that you can keep.

 Also, if you pick the pure Ruby/Python route, your games' source will
 almost always be visible, meaning others can copy what you've done
 (albeit with the same restrictions.) This shouldn't be an issue at
 first--my first three attempts at game programming weren't commercial-
 grade, and I'd probably have been much more successful at learning if
 I'd treated at least two of those as learning experiences instead of
 trying to write the next GMA engine right out the gate. :)

 And, again, if you're still interested in the C#/VB.net route then
 right on, and I wish you the best of luck. :) Just wanted to let
 folks know that a) those aren't the only games in town, even if you
 do want to stick with .net from start to finish (see notes about
 IronPython/Boo above) and b) it may be best to focus on learning the
 craft of game design during your first few efforts rather than on
 producing something to sell. Language shapes how we think, and while
 picking a non-conventional language might seem like a bad idea at
 first glance, it just might help some of you who may find C#/VB
 frightening. Hell, I'm a decent enough coder and *I* find them
 frightening for various reasons. :) If given a choice, I'll almost
 always pick an alternate language like JRuby/Nemerle/Boo for whatever
 platform I'm constrained to rather than simply using C#, Java, etc.


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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread shaun everiss
thanks.
I have c # and books to doodle with it.
I started programming in pascal making console test programs for tech and then 
javascript which I can't really do well.
I suppose I can't expect to make games in pascal can I?
I origionally disreguarded this because I thought everyone used vstudio.
However  I'll check it out.
I have vstudio downloaded and it was huge.
I'll see anyway.
I have the docs to learn vc# anyway.
At 09:38 p.m. 15/01/2007, you wrote:
On Jan 15, 2007, at 2:09 AM, Ken the Crazy wrote:

 Which of these languages is easiest to learn, python or ruby, which  
 is less
 verbose, and which is more powerful?

Those are difficult questions to answer and, for the most part, there  
aren't any. Neither is more powerful, I'd say. Python's Pygame is  
probably one of the more actively-developed game libraries, but  
Rubygame/RUDL are certainly worthy contenders.

My personal preference is Ruby. Python is more concise in that it  
uses indentation for determining whether code is in any given method/ 
block (I.e. code indented by X spaces is in the same block) but not  
all screen readers speak indentation (VoiceOver doesn't.) Ruby uses  
end to end blocks, and I find:

def greet(person)
if person == Nolan
puts Hey, you!
else
puts Hello, #{person.capitalize}.
end
end

a bit easier to parse than:

def greet(person):
if person == Nolan:
print Hey you!
else:
print Hello, +person+.

It isn't as big of an issue in this instance, but it wouldn't be  
immediately obvious where blocks ended without speaking of  
indentation levels, and the end tokens make that a bit more easy to  
spot, as it were.

Ruby has a number of advanced features that I really like, but those  
wouldn't be of interest to someone just starting out. In summary, you  
won't go wrong either way, but I myself prefer Ruby. Check them both  
out. They're free, available on just about every platform and each  
have great tutorials. Ruby even has the first version of the pickaxe,  
the book long held to be its definitive reference, available online.  
It takes you through lots of the basics rather quickly but doesn't  
skimp on the advanced topics, either. Check out:

http://rubycentral.com/book/


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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread Josh
yeah. maybe I should start out with these languages myself.

Josh

- Original Message - 
From: Ken the Crazy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 15, 2007 3:09 AM
Subject: Re: [Audyssey] Another perspective on programming games


 Which of these languages is easiest to learn, python or ruby, which is 
 less
 verbose, and which is more powerful?
 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.

 - Original Message - 
 From: Nolan Darilek [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, January 15, 2007 1:11 AM
 Subject: [Audyssey] Another perspective on programming games


 Hi, folks.

 Lots of you seem interested in learning how to program games. This is
 great. Lots of you are also scurrying off and downloading the various
 microsoft express IDES. If this is your chosen path then by all
 means, knock yourselves out, but I wanted to toss out another path
 that you may not have considered.

 C#, VB, Java, etc. are popular, powerful languages. They're also very
 verbose when compared to languages like Ruby and Python that can,
 say, write a simple Hello, world program in a single line rather
 than half a dozen.

 If you're wanting to learn programming, consider a language like Ruby
 or Python first. The syntax is much easier to grasp and, in my mind,
 much closer to how we think than are languages like C#/VB. Try to
 guess what this does:

 3.times do
 print Hip hip, hooray!
 end

 vs.:

 for(int i = 0; i  2; i++) {
 Console.Out.Writeline(Hip hip, hooray!);
 }

 You can develop games easily in either of these using libraries like
 RUDL, Rubygame, Pygame, etc. Not only do these have the advantage of
 being cross-platform, but you can type a bit of code, run the game
 instantly, add more, etc. in an evolutionary process so much faster
 than would otherwise be possible with compilation.

 There are disadvantages to this path. These languages may spoil you.
 I've coded for years, and after working with Ruby, coding in Java
 feels like running under water. This may be circumventable, however.
 I've written Torrent in Java and have just recently separated the
 engine components into a separate project for other game development.
 I'm finding that I can use my engine with JRuby, a Java-native
 implementation of Ruby, and enjoy the ease and speed of Ruby plus the
 power of the underlying Java engine. If you're a .net person, there's
 a .net implementation of Ruby on the horizon and, if you find that
 you prefer Python to Ruby, you can already use languages like
 IronPython or Boo (http://boo.codehaus.org) with DirectX or whatever
 your .net engine of choice might be. Actually, if Python is your pick
 then you can already use either of these with existing DirectX
 resources/tutorials to get up to speed that much quicker with skills
 that you can keep.

 Also, if you pick the pure Ruby/Python route, your games' source will
 almost always be visible, meaning others can copy what you've done
 (albeit with the same restrictions.) This shouldn't be an issue at
 first--my first three attempts at game programming weren't commercial-
 grade, and I'd probably have been much more successful at learning if
 I'd treated at least two of those as learning experiences instead of
 trying to write the next GMA engine right out the gate. :)

 And, again, if you're still interested in the C#/VB.net route then
 right on, and I wish you the best of luck. :) Just wanted to let
 folks know that a) those aren't the only games in town, even if you
 do want to stick with .net from start to finish (see notes about
 IronPython/Boo above) and b) it may be best to focus on learning the
 craft of game design during your first few efforts rather than on
 producing something to sell. Language shapes how we think, and while
 picking a non-conventional language might seem like a bad idea at
 first glance, it just might help some of you who may find C#/VB
 frightening. Hell, I'm a decent enough coder and *I* find them
 frightening for various reasons. :) If given a choice, I'll almost
 always pick an alternate language like JRuby/Nemerle/Boo for whatever
 platform I'm constrained to rather than simply using C#, Java, etc.


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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
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 any subscription changes via the web.


 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.1.410 / Virus Database: 268.16.10/625 - Release Date: 
 1/13/2007




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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread Cara Quinn
Nolan, thanks for posting the comparison!  I also have Python, but as my 
background is more in the C languages, I haven't investigated it yet...

For those interested, here is similar code in C#...
You'll notice that the code for the Greet method is defined within the 
braces, rather than the indentation idea, as in Python...

public string Greet(string person)
{
if(person == Cara)
Console.WriteLine(Hey you!);
else
Console.WriteLine(Hello  + person + !);
}

Smiles,

Cara

At 02:38 AM 1/15/2007 -0600, you wrote:

On Jan 15, 2007, at 2:09 AM, Ken the Crazy wrote:

  Which of these languages is easiest to learn, python or ruby, which
  is less
  verbose, and which is more powerful?

Those are difficult questions to answer and, for the most part, there
aren't any. Neither is more powerful, I'd say. Python's Pygame is
probably one of the more actively-developed game libraries, but
Rubygame/RUDL are certainly worthy contenders.

My personal preference is Ruby. Python is more concise in that it
uses indentation for determining whether code is in any given method/
block (I.e. code indented by X spaces is in the same block) but not
all screen readers speak indentation (VoiceOver doesn't.) Ruby uses
end to end blocks, and I find:

def greet(person)
 if person == Nolan
 puts Hey, you!
 else
 puts Hello, #{person.capitalize}.
 end
end

a bit easier to parse than:

def greet(person):
 if person == Nolan:
 print Hey you!
 else:
 print Hello, +person+.

It isn't as big of an issue in this instance, but it wouldn't be
immediately obvious where blocks ended without speaking of
indentation levels, and the end tokens make that a bit more easy to
spot, as it were.

Ruby has a number of advanced features that I really like, but those
wouldn't be of interest to someone just starting out. In summary, you
won't go wrong either way, but I myself prefer Ruby. Check them both
out. They're free, available on just about every platform and each
have great tutorials. Ruby even has the first version of the pickaxe,
the book long held to be its definitive reference, available online.
It takes you through lots of the basics rather quickly but doesn't
skimp on the advanced topics, either. Check out:

http://rubycentral.com/book/


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--
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Version: 7.1.410 / Virus Database: 268.16.10/625 - Release Date: 1/13/2007

---
   View my on-line portfolio at:

http://www.onemodelplace.com/CaraQuinn

   The only things I really think are important, are love, and each 
other.  -Then, anything is possible...

http://home.earthlink.net/~cara-quinn


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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread Thomas Ward
Hi Nolan,
Well, for Windows design the Microsoft Express compilers are wonderful 
things, but you do have a good point about languages such as Python. I 
often use Python to design concept games, or to work out a piece of 
language before converting it to something else like C#.NET.
Another nice thing about Python is there are programs that will convert 
your py scripts to a Windows executable.
Just for everyone elses information the thing about becomming a 
programmer is before you can write anything in any language you must 
learn the basic concepts like what is a variable, what is a function, 
class, while loop, object, you name it. Once you understand these things 
you will be able to learn languages easier.


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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread Thomas Ward
Hi Ken,
Well, both are pretty easy scripting languages, but I really enjoy the 
power and flexability of python 2.5.
I know of complete screen readers, such as Orca for Linux, which is 
written almost completely in python, and is scriptable using external py 
scripts.
I also like the fact python is very object oriented in design.
There are quite a few modules you can get for creating games, accessing 
sapi, for python for Windows, and you might want to scope them out.


Ken the Crazy wrote:
 Which of these languages is easiest to learn, python or ruby, which is less 
 verbose, and which is more powerful?
 Ken Downey
 President
 DreamTechInteractive!
   


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Re: [Audyssey] Another perspective on programming games

2007-01-15 Thread Nolan Darilek
Replying to both of these messages because I seem to have missed one.

On Jan 15, 2007, at 2:35 AM, shaun everiss wrote:

 I have the vb stuff but another language would be cool.
 What restrictions is ruby over say c#?

A bit slower, but audio games are generally not as demanding as their  
graphical counterparts. You're also restricted to distributing the  
source with your applications as both are interpreted, though there  
are utilities for both to convert the scripts to windows executables.


 At 08:52 p.m. 15/01/2007, you wrote:
 that sounds a whole lot easier. if i remember that looks like ruby  
 code, as
 i've seen the midi scripter that emanuel borsboom wrote in ruby,  
 and to
 script midi uses lines like that.

Yeah, that's one of the more advanced features that I like--you can  
design what are called domain-specific languages, mini-programming  
languages for doing very specific tasks. See, for instance, how I'm  
defining game menus in the game I'm planning to release after Torrent:

menu do
menu(Start game) do
item(Easy) do
WaveManager.difficulty = WaveManager.Easy
Game.start
end
item(Hard) do
WaveManager.difficulty = WaveManager.hard
Game.start
end
end
item(Configure) do
end
item(Exit) do
Game.shutdown
end
end

What I've done here is define a game menu with three items--Start  
game, Configure and Exit. The Start game menu item brings up a  
submenu with two items, Easy and Hard. Each of these sets  
WaveManager.difficulty appropriately and starts the game. The  
Configure item does nothing for now. Exit shuts down the game.

Now, none of that is standard Ruby. I'm basically developing my own  
mini-language for defining menus from within Ruby itself, and it's  
super easy. This is also very easy to extend to something like, say,  
game entity scripting, so you can easily develop mini-languages for  
creating missions, levels, etc.:

ship do
name = CNV Titan
position = [100, 200, 0]
speed = 0
mode = :peaceful
end

or something similar. The possibilities are quite exhaustive for what  
can be accomplished with domain-specific languages.

Anyhow, as I stated, that's a rather advanced feature of Ruby, but it  
gives you some sense of what is possible. It's an easy language, but  
no toy or Kids Programming Language. :P


 however, i didn't realise ruby could actually be coded in windows.  
 i tried
 to download ruby but all i got was the interpreter. it didn't  
 include any
 docs on how to script it or anything.

Yeah, that's all there is to it. For a good introductory book, see:

http://rubycentral.com/book


 and you say it can interface to dx? wow!

No, I didn't say that. As far as I know, it can't. It does, however,  
work nicely with SDL which is a DirectX alternative.


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