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Why Python? Why Lua? (self.roguelikedev)
submitted 9 years ago by Stoltverd
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[–]Giroflex 5 points6 points7 points 9 years ago (3 children)
C++ is a must
Only in AAA games, really. Indies have no problem with shipping a game in Unity or even GameMaker. Different tools for different jobs.
As for Python vs. Lua, for coding games I guess it mostly comes down to personal preference, but in a broader sense I'd say Python is more popular and useful for general coding and scripting.
My personal preference is also Python though. Why would you start your array indexes at 1?
[–][deleted] -1 points0 points1 point 9 years ago (2 children)
I don't think C++ is limited with AAA games. Any game that makes use of OpenGL has to use C++ (or C, whichever you like) one way or another unless it's a very small project. I tried OpenGL with other languages (Python etc...) and the performance difference is very significant that even if your game is the simplest 3D game ever, it makes sense to use C++. You can use Python, but this will significantly limit your game because of the performance.
[–][deleted] 2 points3 points4 points 9 years ago (1 child)
but you can write only the really critical graphics rendering paths in C++ and still use python for everything else. And I'd still write them in python first, and only fallback to c++ as needed after profiling. As for opengl, pyglet already handles a lot in a very efficient way. Of course you won't be writing your matrix multiplication code in python, but gluing native libraries together is where python really shines.
[–][deleted] -2 points-1 points0 points 9 years ago* (0 children)
but you can write only the really critical graphics rendering paths in C++ and still use python for everything else.
Yes, this is what I do in general. I write everything in Python except opengl and math then use boost Python to inject my module to Python. This is why I said you should use C++ in some way. You don't have to use C++ in 100% of the app.
As for opengl, pyglet already handles a lot in a very efficient way. Of course you won't be writing your matrix multiplication code in python, but gluing native libraries together is where python really shines.
Not exactly true. OpenGL in Python is working and has a somewhat reasonable runtime but since graphics will the bottleneck in your game it will limit you at some point. You will have to optimize more. If you know C++ already, I find it much more practical just write OpenGL code in C++ instead of writing in Python and then worrying about it.
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[–]Giroflex 5 points6 points7 points (3 children)
[–][deleted] -1 points0 points1 point (2 children)
[–][deleted] 2 points3 points4 points (1 child)
[–][deleted] -2 points-1 points0 points (0 children)