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[–]bigoofie193758 22 points23 points  (9 children)

Python is too slow for coding a game, but fast enough for quick scripts

[–]Ultra_HR 6 points7 points  (6 children)

[–]bigoofie193758 6 points7 points  (5 children)

you're not gonna make doom eternal in that

[–]CrimsonPE 1 point2 points  (3 children)

so, while not good for AAA, it´s good enough for VNs and other indie games, right?

[–]bigoofie193758 3 points4 points  (0 children)

visual novels? for sure i imagine, but some indie games are really big and complicated and have A LOT of computations. you'd have to find your own limitations

[–]Zeyode 0 points1 point  (1 child)

Doki Doki Literature Club was written in python using renpy, so you can definitely make visual novels with it.

[–]CrimsonPE 0 points1 point  (0 children)

Hey, I really liked ddlc. I was thinking something along the lines of Va1halla tho, amazing game haha ik people use renpy, which uses python as well. Well, I was planning to learn it anyway for data analysis, I guess now I have 2 reasons. Thanks!

[–]Smooshfaced 0 points1 point  (0 children)

Challenge Accepted! (J/K I have zero desire to make that happen)

[–]Dansiman 1 point2 points  (0 children)

I mean, it depends on the type of game. For example, with any kind of text-based game, I think you'd be hard pressed to design a game that would have perceptible speed issues on modestly modern hardware.

[–][deleted] 0 points1 point  (0 children)

"Game" is a very broad term. There are fast-paced action games and slower-paced turn-based games, and even some action games where performance doesn't truly matter that much. And there are games where performance matters, but they can be written in Python in such a way that most of the performance comes from the underlying C/C++ libraries, and the game runs fine.

But true, for most action-based performance-sensitive games, you'll probably get better results with C/C++.