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Re: Now to the big guns...

  #11  
Jul 30th, 2007
I would've thought Python would be painfully slow for any real games...

I mean, here's an earlier speed test I ran in Java, C, and Python using equivalent calculations for each language:

Python Pi Calculator: 10000000 (10m) iterations

11 seconds using floating point math;
8 seconds using integer math;

Java Pi Calculator: 10000000 (10m) iterations

less than 1 second using integer math;
less than 1 second using floating point math;

~3 seconds @ 100000000 (100m) iterations using integer math
~9 seconds @ 100000000 (100m) iterations using long math

26 seconds @ 1000000000 (1b) iterations using floating point math

C Pi Calculator: 10000000 (10m) iterations

less than 1 second using integer math;
less than 1 second using floating point math;

19 seconds @ 1000000000 (1b) iterations using floating point math




How could performance like that ever be used for 3d games like in C, C++, and Java?
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Re: Now to the big guns...

  #12  
Jul 30th, 2007
They use Python a fair bit in turn based strategy games actually (The newer installments in the Civ familty, for example)
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Re: Now to the big guns...

  #13  
Aug 3rd, 2007
Python is used for scripting unit reactions, where speed isn't that essential, rather than for game loops.

AFAIK there are no complete (commercial class) games written in it.
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Re: Now to the big guns...

  #14  
Aug 3rd, 2007
CIV series uses it for AI
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Re: Now to the big guns...

  #15  
Aug 4th, 2007
which is likely scripted so they can have a generic AI engine which the script adapts for the expected reactions of each AI controlled entity in the game.
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Re: Now to the big guns...

  #16  
Aug 10th, 2007
Try delphi with opengl
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