Python for Commercial Games?

Thomas Weholt thomas at gatsoft.no
Wed Jun 27 16:38:10 CEST 2001


"Emmanuel Astier" <emmanuel.astier at winwise.fr> wrote in message
news:3b39de57.103502578 at news.iway.fr...
> On Tue, 26 Jun 2001 14:46:36 -0500, "Kevin Riggle"
> <vj$ri^gg#guess#l55e at mt$*guess#&cn1e#t.!@n()et> wrote:
>
> >I *do* realize that I'm posting to comp.lang.python , so please humor me
> >anyway...
> >
> >I am in process of designing a computer game;  problem is, I want to at
> >least have a snowball's chance in Hades of selling the game.  My
question:
> >Would it be possible to write the dang thing in Python (PyWin), or is
C/C++
> >the better option in the Windows-centric world of game development right
> >now?  Thanks in advance,
> >
> >Kevin
> >
> >
>
>
> Most (ALL ?) commercial games that use Python only use it as a script
> language.
> Most of the real code ( display, 3D, Ia ) is made in C/C++ for
> performance reasons. Python just use this code...
>
> It really depends on what your game looks like, but I don't think it
> is really possible now to write a full real commercial game in python
> without extend / embed it with C/C++.
>
>

Then again; not all commercial games require the speed of C/C++. I mean,
it's still possible to create great games that doesn't include display or 3D
at all. ( I don't know if that's something I'd be playing, but still ...
great games, content wise  - possibly )

Thomas





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