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Very cool! It's actually stunningly common to use high-level languages with managed run-times in games these days. Most indie and small-studio games we play to
by agentultra 11y ago
Very cool!
It's actually stunningly common to use high-level languages with managed run-times in games these days. Most indie and small-studio games we play today were built using one engine or another. The graphics pipeline in Unity, Gamemaker, etc might be heavily optimized but the majority of the game is written in an interpreted or managed language run-time like Lua or C#.
You can write 3D simulations with a decent frame-rate in Python. You just need a lot of help with the "hot" spots be calling out to C and C++ libraries for support. I've been experimenting with writing little 3D engines in Cython + Python + SDL2. It does end up taking a load more memory and performance can drop drastically if you're not consciously thinking about your data-flow. The trick I've found is to avoid most of the features that make Python great in those critical sections... plain old data structures, weak references, pack your data together and transform it once (ie: avoid copies).
However it's great for prototyping and toying with new ideas. Python is vastly more forgiving when you don't know up-front how you're going to structure your data flows.
But in the end I just end up going back to C99 at some point anyway.
Writing games in Ruby shouldn't be weird. It's cool.