[Tutor] How would python messure up in performance?
Kevin
python.programming at gmail.com
Mon Jan 24 00:57:09 CET 2005
Well not sure how to answer that but I will try. For file I/O you
would have a seperat file for each character that would store
HP/MANA/MOVE points, store items that the character would have on.
Areas would be loaded from there own files with all the creatures and
items for that area in the same file. Spells would probably have there
own seperate file to load from. As far as unning the game it would be
run on a redhat linux server.
On Sun, 23 Jan 2005 13:06:47 +0000, Max Noel <maxnoel_fr at yahoo.fr> wrote:
>
> On Jan 23, 2005, at 12:55, Kevin wrote:
>
> > How well would a multi user texed based game created in just Python
> > run if there were over 300 - 400 players (Just a hypathetical
> > question) Would python be to slow to handle that amount of traffic?
>
> It depends... What would be happening in said game? What would it
> involve, calculation-wise? What would you be running it on?
>
> In that kind of program, the core programming itself is rarely a
> bottleneck (IOW, Python should work just fine). The true elements on
> which your game's performance depend are:
> 1) Connection bandwidth and latency
> 2) Database access (especially if the DB is not on a remote server)
> 3) File I/O, if any
>
> Could you give us a few more specs?
>
> -- Max
> maxnoel_fr at yahoo dot fr -- ICQ #85274019
> "Look at you hacker... A pathetic creature of meat and bone, panting
> and sweating as you run through my corridors... How can you challenge a
> perfect, immortal machine?"
>
>
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