to add, the heavy number crunching stuff (like transformations) is done by the engine, which is written in c++.
there are obviously a few number crunching areas that i will need to implement myself, but im doing them in python for now, with c++ replacements planed for when the game is in alpha, depending on the performance issues i find.
that way, i only write python code for now, which means a quick implementation, hopefully offsetting our accademic/homebrew problem.
plus, the truth is, im not in any rush. Ill try my best to get it done quickly, but i wont cry if ive not finished it in 3 years time, im working on top of an engine that has practically garenteed future development, and appears to like automatic graphics features, so the longer i wait, the better the eventual game will look

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