Python game coding

Discussion in 'Python' started by Lucas Raab, Sep 18, 2005.

  1. Lucas Raab

    Lucas Raab Guest

    Lucas Raab, Sep 18, 2005
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  2. Very interesting!

    BTW: I wonder if and when someone will use stackless python or pygame as a
    basis for developing a _visual_ development environment for 2D
    games/multimedia like Macromedia Director. It would be a killer app.

    Alessandro Bottoni, Sep 18, 2005
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  3. Blender. It currently doesn't use stacklass AFAIK, but that shouldn't be
    too hard to fix.

    Diez B. Roggisch, Sep 18, 2005
  4. Oop - I read 3d instead of 2d.. Hm, 3d _can_ do 2d, so just don't allow
    your cameras do fancy stuff like rotating :)

    Diez B. Roggisch, Sep 18, 2005
  5. Very interesting, anyway, both in 2D and in 3D. It looks like I have to
    study Blender a little bit... :)

    Alessandro Bottoni, Sep 18, 2005
  6. Lucas Raab

    TPJ Guest

    And what is this stackless python? I have visited it's homepage, but I
    wasn't able to find any answer. (Well, I have found out, that stackles
    python is python's implementation that doesn't use C stack, but it
    tells me nothing...)

    Is this stackless python faster or slower than CPython? Does anybody
    know something?
    TPJ, Sep 19, 2005
  7. The important thing is that the explicit modelling of the call-stack
    allows for running interpreters to be pickled - and thus stopped,
    persisted, reloaded and restarted. That is especially useful in comlex
    AI-code or e.g. workflow environments. The big difference is that you
    can _code_ as if you were always running and totally neglect the
    persistence and reentering issues.

    Diez B. Roggisch, Sep 19, 2005
  8. Lucas Raab

    simonwittber Guest

    This article describes a system very similar to my own.

    <shameless plug>
    The LGT library ( provides a
    simple, highly tuned 'microthread' implementation using generators. It
    is called NanoThreads. It allows a microthread to be paused, resumed,
    and killed, but not pickled.

    The eventnet module facilitates event-driven programming using a global
    dispatcher. It provides a Handler class which functions in a similar
    fashion to the Actor described in the article.

    We used the above recently, to compete in the pyweek game competition
    ( under the moniker TeamXerian.
    Our boring (but glitzy) game used nanothreads to move, and animate 100
    critters at a frame independent rate. Each critter had a thread
    controlling movement and frame swapping.

    I also created an XML scene loader, which allowed designers on the team
    to create a timelined sequence of events, (like a movie script), which
    controlled sound and image elements using pre-programmed movement,
    rotation, scaling and fading style actions.

    If you want to take a peek, you can download a windows exe (17MB) from
    or the source (95k) from here:
    </shameless plug>

    So, forget 'game scripting' in Python, write the whole darn lot in

    simonwittber, Sep 20, 2005
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