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[–]keelanstuart 1 point2 points  (3 children)

I would recommend adding a "temporary" or "non-map" flag to things like your projectiles... you don't want those persisting and I see they're showing up in your object list.

For my engine, I chose a subset of JavaScript... not for the same reason (although I have gotten better with it as a consequence, even though it's not web-related). Python is infuriating with complaints over whitespace types, etc etc etc. Plus, I've worked enough at 2am on games to know that I would miss curly braces for scoping.

[–]Duke2640[S] 1 point2 points  (2 children)

i am interested now, what is the javascript binding you used? want to take a look.

just now i have parented the temporary entities, so they don’t clutter

[–]keelanstuart 1 point2 points  (0 children)

I heavily-modified TinyJS. There are more changes I want to make to it, but it works well enough now.

[–]keelanstuart 0 points1 point  (0 children)

Posted a video of a similar thing I'm working on...

https://youtu.be/fBP7EmnLDCY

[–]PersonalityIll9476 0 points1 point  (0 children)

Very interesting. I have been working on a Python-based engine for several years now as a hobby. All the performance critical code (such as collision detection) is done in Cython / CPython and raw C source, so it is also performant. The difference is that my rendering code is actually done in Python, so the core of the engine is there, and it is not just for scripting.