Best way to go about embedding python

2016-11-12 Thread kfjwheeler
A friend of mine is developing a game engine, and I would like to extend the engine by adding some scripting functionality. However, there's a lot of information out there -- https://mail.python.org/mailman/listinfo/python-list

Best way to go about embedding python

2016-11-12 Thread kfjwheeler
(Sorry about the last post, my finger slipped before I was finished, and I can't delete it for some reason.) A friend of mine is developing a game engine, and I would like to extend the engine by adding some scripting functionality. However, there's a lot of information out there, and I have

Re: Best way to go about embedding python

2016-11-13 Thread Ben Finney
kfjwhee...@gmail.com writes: > A friend of mine is developing a game engine, and I would like to > extend the engine by adding some scripting functionality. I haven't done it myself. But the Python Wiki has some pages that will help you, I think: * https://wiki.python.org/moin/AppsWithPythonScr

Re: Best way to go about embedding python

2016-11-13 Thread Chris Angelico
On Sun, Nov 13, 2016 at 6:10 PM, wrote: > > (Sorry about the last post, my finger slipped before I was finished, and I > can't delete it for some reason.) (That's because this is a mailing list and newsgroup gatewayed to each other. Once sent, a message cannot be edited or deleted.) > A friend

Re: Best way to go about embedding python

2016-11-13 Thread Steve D'Aprano
On Mon, 14 Nov 2016 12:23 am, Chris Angelico wrote: > Python without its stdlib is a disappointingly featureless > language :) I don't think that's true. You can do a lot in Python without any imports in your code: - basic string processing - BigNum (int) and float arithmetic - lists and tuples

Re: Best way to go about embedding python

2016-11-13 Thread Chris Angelico
On Mon, Nov 14, 2016 at 11:40 AM, Steve D'Aprano wrote: > On Mon, 14 Nov 2016 12:23 am, Chris Angelico wrote: > >> Python without its stdlib is a disappointingly featureless >> language :) > > > I don't think that's true. You can do a lot in Python without any imports in > your code: > > - basic s

Re: Best way to go about embedding python

2016-11-13 Thread Michael Torrie
On 11/13/2016 12:10 AM, kfjwhee...@gmail.com wrote: > 2. How would I go about including python scripts to run with the > engine. Would the .py files from the standard libraries be > necessary, or is anything built in? It's usually just a matter of asking the python instance to load and run the s

Re: Best way to go about embedding python

2016-11-13 Thread Nathan Ernst
In regards to performance of Lua vs Python, I don't have enough (near zero experience) with Lua to comment there. But in regards to embedding in a game, the only experience I have w/ Python being embedded is while working on modding Civilization IV. What I saw there just made me nauseous. The rea

Re: Best way to go about embedding python

2016-11-13 Thread Kaylen Wheeler
I wonder if Lua would be a better option. Does it suffer from the same sandboxing issues that python does? On Sunday, 13 November 2016 17:38:23 UTC-8, Nathan Ernst wrote: > In regards to performance of Lua vs Python, I don't have enough (near zero > experience) with Lua to comment there. > > B

Re: Best way to go about embedding python

2016-11-13 Thread Gregory Ewing
Michael Torrie wrote: And such bindings may need to be two-way. For example in Python code you may want to instantiate some new instance of game object, and you'll need to make sure that the wrapper code will create the appropriate in-game object. Another thing that can be tricky about this is

Re: Best way to go about embedding python

2016-11-13 Thread Michael Torrie
On 11/13/2016 08:40 PM, Kaylen Wheeler wrote: > I wonder if Lua would be a better option. Does it suffer from the > same sandboxing issues that python does? Lua was designed for this sort of thing and it can be secured and sandboxed. -- https://mail.python.org/mailman/listinfo/python-list