Until someone starts organising this and taking charge *cough*Finn*cough*
Language
I would like some answers on how we are going to do this. Are we sticking with C++, or are we going to use python? If we use either of these languages, how are we going to start? Who does what? What needs to be done?
Until someone starts organising this and taking charge *cough*Finn*cough*
, we aren't going to get anything done. Most important for me is the language, so I know what to learn.
Until someone starts organising this and taking charge *cough*Finn*cough*
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finnbryant
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fuzzylunkin1
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Arson_Fire
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finnbryant
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fuzzy, this is not crysis, im not trying to make the most awesomely amazing visuals ever. python with c++ for cpu intensive stuff will be fine. I may dabble with cg too if I need things done on the graphics card, but that is probably overkill.
Another benefit of python is that the game will never suffer the same problem as allegiance of "can we do this?" "nope, code change", instead youll have "can we do this?" "sure, change line 112 of blah.py to this"
finally, most games nowadays use scripting for at least some of the coding (most code isn't cpu intensive and is only run once every now and again).
basically the benefits of python outweigh the performance cost for most cases.
as for assembly... no. This game has every possibility of being multi-platform and im not throwing that away for the tiny boost assembly would give over c++ (definitely not going to write the same assembly code for each platform).
anyway, the type of code that needs that much of a performance boost will be in the engine, and that's been made by the guys over at panda3d.
Another benefit of python is that the game will never suffer the same problem as allegiance of "can we do this?" "nope, code change", instead youll have "can we do this?" "sure, change line 112 of blah.py to this"
finally, most games nowadays use scripting for at least some of the coding (most code isn't cpu intensive and is only run once every now and again).
basically the benefits of python outweigh the performance cost for most cases.
as for assembly... no. This game has every possibility of being multi-platform and im not throwing that away for the tiny boost assembly would give over c++ (definitely not going to write the same assembly code for each platform).
anyway, the type of code that needs that much of a performance boost will be in the engine, and that's been made by the guys over at panda3d.
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fuzzylunkin1
I understand, I'm just spouting my efficiency fanboyism.
I am interested in helping with the coding, also. I don't know Python very well, but I'd be able to adapt easily.
The thing I'm really interested in is it being cross-platform, which is a major benefit of Python. As long as you don't choose <insert .NET crap here> I guess I don't really care.
I am interested in helping with the coding, also. I don't know Python very well, but I'd be able to adapt easily.
The thing I'm really interested in is it being cross-platform, which is a major benefit of Python. As long as you don't choose <insert .NET crap here> I guess I don't really care.
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finnbryant
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- Location: England



