snearch + games   159

Geklaute App-Ideen: Das Geschäft mit Spiele-Klonen - SPIEGEL ONLINE
Kopieren ist erlaubt

Weil sich per Markenrecht nur Namen, Slogans und Logos schützen lassen, ist das Kopieren einer bloßen Spielidee erst einmal legal. Das Urheberrecht schützt Quellcode, Grafiken und Sound. Nicht schützen lassen sich aber Dinge wie das Spielgefühl oder allgemeine Spielmechaniken. Wer ein Spiel nicht eins zu eins kopiert, sondern ausreichend abwandelt, hat in der Regel nichts zu befürchten.
Business  Markenrecht  Urheberrecht  Software  App_Store  games 
august 2017 by snearch
I made an iPhone game with PhoneGap and won't do it again | Hacker News
TJSomething 8 hours ago [-]

I personally would recommend developing games in C++ for both platforms. You're not going to be heavily using any of the APIs that necessitate using Obj-C or Java. It's just OpenGL ES and other low level APIs. Additionally, it's easy to port between iOS and Android and you can use a much wider variety of libraries.

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fit2rule 16 minutes ago [-]

> Cross platform mobile games when you have C++ skills: Use C++ with OpenGL and share most of the code.

I would recommend MOAI - gives you the best bang for the buck, as long as you're willing to learn Lua to do all the app-layer stuff, and leave the MOAI engine to manage the performance-critical resources...

http://getmoai.com/
games  iOS  iPhone  Development  Tools_Software  libraries_programmers_tools  programming  game_engine  C++  OpenGL  Lua 
november 2016 by snearch
How should I market this game? | Hacker News
patio11 2694 days ago

Here's why I hate games as applications for the typical one-man software development shop:

1) They require a huge upfront investment in asset creation.

2) The assets start depreciating instantly, because gamer expectations are constantly advancing. (Expectations for all apps advance, but for games it is particularly acute. In five years Bingo Card Creator will still look like Bingo Card Creator, but a 2013 game which resembles a 2008 game will be virtually unsaleable. Look at how much even "casual" games have advanced in the last 24 months if you don't believe me.)

3) 1+2 means that the post-launch sales curve is decreasing, rather than increasing (as it is for most apps). This makes post-launch marketing and other improvements largely a black hole of effort, instead of a series of steps one can proceed through to build value.

4) Games are typically needs not wants. Accordingly, it is both hard to convince people to pay for them and hard to market them via search engines, because people don't typically know they want a [match three game with dragon theme and some differentiating feature].

5) Hit driven -- winners win, everyone else takes a bath on asset development costs.

6) The people who play them most are those who are least able or willing to pay for them, and most capable of getting them for free

The App Store brings the fun that is writing a game to any other field of software development, with the exception of point #6. Selling a game on the App Store brings you to the double whammy -- you have constantly depreciating art assets AND the fall-off-front-page-and-watch-sales-die effect contributing to murder your post-launch sales graph.

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Marketing  Product  Software  Game  AppStore  games  patio11 
may 2016 by snearch
Hello Lua! - Haxe - The Cross-platform Toolkit : programming
I'm going to go the other way on this one. I used it about two years ago and the lack of a "standard" library made it almost useless to me. It seemed like every common operation had a caveat where it behaved differently in one of the target platforms.

That's not necessarily bad, but at that rate it was just easier to write in the targets than try to work around Haxe too. The standard library is also really small; for example there's no JSON support and I think it lacks a cross-language IO. Again, not terrible but it really limits the use-cases if you have to go into each language's libraries and write code for each one individually using guards.

Finally, at least back then it was painfully slow because you had to add in the Haxe library to your target languages too. Java doesn't use native Java Strings, it uses Haxe strings, etc.

>> There's JSON support http://api.haxe.org/haxe/Json.html and a cross-platform IO http://api.haxe.org/haxe/io/
haxe  Programming_Language  multi_platform  transpiler  Lua  programming  games  CONs  criticism 
may 2016 by snearch
DConf 2016 announces programme, general registration opened thrugh April 22 : programming
I hope these will be recorded and uploaded? I can't wait to hear Ethan Watson's talk about how Remedy Games used D while writing Quantum Break. I'm especially interested in their experiences integrating D in a C++ code base and if everything went smoothly. Playing nicely with C++ could be a real game changer for D.

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programming  games  Dlang 
march 2016 by snearch
Home
I think I'm getting better at making games. To create FLY I used the programming language Racket. I also taught myself how to use Blender and used it for 3D modeling and animation to make the art. To make the sounds for my game, I used Audacity. I'm fairly new to Racket and I'm still learning but so far Racket is amazing! I like Blender a lot and have been using it for a little while now, but I still haven't worked with armatures and textures. I haven't done a huge project with Blender yet but I really enjoy it.
fun_in_programming  programming  games  Racket  Scheme  Blender  Audacity 
february 2016 by snearch
About
How I made it: To make the game, I used Unity and C#. My dad taught me how to code. Both of us were new to Unity so we learned together. My mom drew the faces and helped me with design. I used GIMP to cut out the pictures she drew for me. I used Audacity for audio and the voices and sounds were done my me, my 4 yr. old brother, and my friend Daniel. It was pretty fun doing the sounds! My favorite sound is my little brother getting angry for the the angry face. It's hilarious! The first time I recorded it, I couldn't stop laughing!
fun_in_programming  programming  games  C#  Unity 
february 2016 by snearch
Why I Write Games in C | Hacker News
crafn 9 hours ago

There are some arguments to stick with C instead of a very C-like subset of C++. Off the top of my head:

- Recompiling and reloading parts of your game at run-time is quite easy in C. In C++ you have to make sure (at least) that nobody has pointers to vtables of the dll at the time of reload. This can be a bit tricky if you're using things like std::function in your dll code. Yes, you could be using a scripting language, but thinking how to match the semantics of a scripting language with your engine, where to draw the line, and then write the glue code is a lot more work than just reloading some plain C functions. And if you later decide this was a bad/worthless idea, reverting from dynamic C code to static is almost a no-op, whereas reverting back from scripts is dreadful.

- A quick & dirty reflection is easy when you don't have to deal with name mangling, templates, and overloading. Just some script scanning through your code and outputting elementary type info to .c file may be enough for things like real-time memory browser-editor for your whole engine. This can be very valuable when developing new engine features, as you can view and edit, and maybe draw even graphs of members you just added to some struct. Also useful for modifying game object data on the fly when debugging/creating levels.

(I too do my game programming in C)

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C  C99  programming  games  fun_in_programming  PROs 
january 2016 by snearch
Gaffer on Games | Is it just me or is networking really hard?
This idea that nobody could possibly do reliability better than TCP. Because people really should know better by now. You can’t even imagine a way that reliability could be implemented on top of UDP that beats TCP? What total bullshit. I can think of two ways right off the top of my head to implement reliability over UDP that totally kicks TCP in the nuts:

Rendundantly sending all unacked inputs, delta compressed from client -> server
Snapshot delta compression where a snapshot is implicitly encoded relative to the last acked snapshot received by the client

That’s why it’s so frustrating to see this sort of shit out there, in 2015 when people should bloody well know better. I swear you guys are like the fucking climate change deniers of network programming. What the fuck is wrong with you? Is the idea of head of line blocking hard to understand for some reason? Do you lack the imagination or creativity to see that things can be done better? Do you not understand that TCP delays the data you want to access unnecessarily until old stale shit you don’t ever care about is retransmitted? Is implementing reliability over UDP too hard for some reason? There are perfectly good libraries out there that will do this for you!

My advice to the original poster. Create a simple protocol that sends player inputs to the server 30 times per-second. Send this data over UDP and in the server -> client packets include an ack of the last sequence number received from the client. Add some reliability by sending all unacked inputs in each input packet, and delta encode the inputs in those packets relative to each other to reduce bandwidth. You should probably also write a bitpacker at this point as well.
programming  games  networking_hardware  tcp  vs.  udp  Carmack_John 
september 2015 by snearch
How to create a Basic Game Engine using modern OpenGL. : programming
[–]thumb_sniffer 51 points 17 hours ago*

TBH this should have been titled "Modern OpenGL Tutorial" and restructured less on a "basic game engine" considering the design isn't that great and it's mainly about rendering anyway.

Some constructive points for the code:

You're using modern OpenGL, but not modern C++ (you seem to be using C++11's override keyword, but that's it?)?
Why use inheritance for primitives when a factory would suffice or even better: composition? i.e. Let a class such as VertexBufferObject handle all the OpenGL nitty gritties, and just define data for classes such as Quad where Quad::setWidth() would change underlying vertices within the VertexBufferObject. All you're really doing is code duplication with OpenGL code... (with Quad and Triangle).
So much namespace nesting... This isn't C# or Java. Namespaces are for name collision.

Why are you using vectors when it's unncessary? e.g.

std::vector<VertexFormat> vertices;
vertices.push_back(VertexFormat(glm::vec3(-0.25, 0.5, 0.0),//pos
glm::vec4( 1, 0, 0, 1))); //color
vertices.push_back(VertexFormat(glm::vec3(-0.25, 0.75, 0.0),//pos
glm::vec4( 0, 0, 0, 1))); //color
vertices.push_back(VertexFormat(glm::vec3(0.25, 0.5, 0.0), //pos
glm::vec4( 0, 1, 0, 1))); //color
//4th vertex
vertices.push_back(VertexFormat(glm::vec3(0.25, 0.75, 0.0),//pos
glm::vec4(0, 0, 1, 1))); //color

could just be a static (un-resizeable) array; also use initializer lists pls. And in this case since vertices seems to be the same for every darn Quad object just make it a static const or constexpr (again, using a static array).

smart pointers and more use of RAII pls

Not really sure why you're using virtual inheritance when you're not doing multiple inheritance nor do I see the diamond problem anywhere (unless that's explained in the text somewhere?).
programming  games  OpenGL 
march 2015 by snearch
SXSW: Therapeut empfiehlt Minecraft als Lebenshilfe - SPIEGEL ONLINE
Eine Welt gestalten, Entscheidungen treffen: "Minecraft" spielen kann das Leben besser machen - beruflich wie sexuell, meint Michael Langlois. Auf der Konferenz South by Southwest gibt er Tipps für Eltern, deren Kinder exzessiv spielen.
spielen  Kaufberatung  Spiel  games 
march 2015 by snearch
A success story for Haxe : programming
[–]_Wolfos 6 points 10 hours ago

We ran into massive problems using Haxe. Their HXCPP garbage collector really sucks. We had massive memory leaks that didn't seem to decrease no matter what we cleared. Had to ditch the whole codebase.
Haxe  programming  games  CONs  garbage_collector 
march 2015 by snearch
So You Want To Be a Game Developer? : programming
[–]steam-engine 4 points 9 hours ago

Well game development can be taken on many different levels if your goal is just for fun.

Just play the games you like. This at least helps develop ideas about games or even real life. Games sometimes are not just fun but also inspirations for real life.

Modding. This doesn't take much as you are standing on the shoulder of a giant.

Use a game engine. This week is probably the golden age for this practice for obvious reasons.

Write a simple game focusing on a specific aspect such as a special effect, or a specific algorithm and/or physics. It is impossible for one person to do a big budget game nowadays but specialized games are like writing books, which are usually done by just one person.

Join a game company or use other means to get a lot of money and just buy a game company. Special note to lottery (and other windfall) winners: a game company is a great investment.
fun_in_programming  programming  games  Profession 
march 2015 by snearch
The original indie dev: How one man made 22 games in 22 years, mostly from his basement | GamesBeat | Games | by Heather Newman
. All my comic books and old video games and Magic [the Gathering] cards are on shelves all around me, just to make me feel comfortable and enfolded.
self_care  self_love  TOP  Inspiration  Perspektive_Bücherregal  programming  games  mehr_A_verdienen 
february 2015 by snearch
World of Warcraft: Online-Rollenspiel feiert Geburtstag - SPIEGEL ONLINE
"Alles, was Blizzard macht, zeichnet sich dadurch aus, dass es absolut einfach zum Einsteigen ist, man aber trotzdem Stunden, Wochen, Jahre in den Welten verbringen kann und immer wieder etwas Neues findet", sagt "WoW"-Fan Matthias Dietl, 33-jähriger Softwareentwickler aus dem niederbayerischen Straubing. Der Reiz von "WoW" wird regelmäßig durch Patches und Add-Ons geschürt, mit neuen Gebieten und Geschichten, Quests, Gegnern und vor allem Beutestücken.
Ein Reiz, der allerdings auch eine Sogwirkung in sich birgt, die das Leben abseits der Warcraft-Welt bei manchen zur Nebensache macht: "WoW ist einfach so gestaltet, dass man schnell Erfolge hat und damit am Haken bleibt. Man gerät in eine Erfolgsspirale", sagt Dietl, der "World of Warcraft" seit dem Europa-Start mit kurzen Unterbrechungen die Treue hält. "Aber auch das soziale Gefüge in der Gilde lässt einen immer weiterspielen. Selbst wenn man eigentlich gar keine Lust auf das Spiel hat, loggt man sich ein. Die soziale Komponente macht einen Riesenanteil am Erfolg aus."
Blizzard_Inc.  Erfolgsprinzip  World_of_Warcraft  WoW  Patch  Add-On  soziale_Komponente  Erfolgsspirale  games 
november 2014 by snearch
Desert Golfing für iOS und Android im Test: Wüstengolf-Spiel - SPIEGEL ONLINE
Beim Smartphone-Spiel "Desert Golfing" ist der Golfplatz ein unendlicher Sandbunker, ein einziges Hindernis - und statt 3D-Grafik gibt es nur eine flache Pixelwelt mit reduzierten Farben. Doch gerade deshalb kann das simple Spiel süchtig machen.
programming  games  iOS  Android  Suchtfaktor  model  Lernherausforderung 
october 2014 by snearch
Notch programming a Doom-like in Dart | Hacker News
swah 27 minutes ago | link

Your takeaway reminds me of this quote from John Carmack:

"Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better."

I wish I followed it more :)

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cdelsolar 24 minutes ago | link

that's an amazing quote. thanks for sharing!
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companyhen 211 days ago

"I'm doing it in Dart because it's fun." -Notch

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programming  games  Notch  Erfolgsprinzip  fun_in_programming  Dart  Professional_Software_Development  citations  Carmack_John  IT 
august 2014 by snearch
Gamasutra: Thomas Henshell's Blog - Why I've Said Goodbye to Mobile in Favor of PC
As I worked away the winter of 2013 one thought kept reverberating in my soul: write what you know, write what you love.
TOP  Inspiration  Profession  programming  games  Erfolgsprinzip  do_what_I_love 
august 2014 by snearch
Pygame? Pyglet? Something else entirely??? : Python
[–]Art9681 9 points 1 year ago

I am a novice Python programmer and I found Pyglet to be much easier to get up an running than Pygame. I also use Cocos2D which is built on top of Pyglet I believe and adds a bunch of gaming modules that are extremely useful. I learned to read the API's and with time and dedication I have a small little 2D platformer going. I also implemented Pymunk for 2D physics and got everything working together.

I am extremely pleased with the Pyglet/Cocos2D/Pymunk combination. You can check out my code here. Read the readme! And please disregard all my silly naming conventions as I am very new to programming in general but it works pretty good!

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[–]ocoio 16 points 1 year ago*

there's also kivy.

heavily accelerated

touch devices enabled by default

cross-platform, including android and IOS

good documentation
programming  games  Python  kivy  Pyglet  Cocos2D  Pymunk  Lua  Love2D 
july 2014 by snearch
LuaJIT 2.0.3 | Hacker News
copx 11 hours ago | link

>Curios how many people here actually use Lua ?

I use it, my favorite language by far (after trying about all of them).

>What are the applications you are using it for ?

Game development.

>I know it is used a bit in the gaming industry for scripting purposes

Not just scripting anymore. There are multiple production grade game engines where you write all the code in Lua(JIT). This variant is big in the mobile/casual sector of the industry. Corona [1] seems to be the current market leader there. There is also an open source game engine - LÖVE [2] - where you use Lua(JIT) for everything. However it is more of a hobby/enthusiast thing. It is much simpler, and very few commercial games are based on it. In contrast, Corona is widely used for commercial projects.

[1] http://coronalabs.com/

[2] https://love2d.org/

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wbond 10 hours ago | link

I started using lua(jit) with nginx over the past year, with more work recently. The work by agentzh[1] with the lua nginx module and the openresty stuff was very useful. Being able to tweak the behavior of nginx with a full-featured programming language is very useful.

I just finished using it to build realtime stat tracking and a websockets server to display that data to web clients[2][3]. Additionally I've done some work with custom processing in a reverse proxy and handing case-insensitive URLs.

Overall I've found it very comfortable to use and fast, but a little more barebones than something like python. In my use cases, the speed and low overhead has been more than worth it.

[1] https://github.com/agentzh

[2] https://sublime.wbond.net

[3] https://github.com/wbond/sublime.wbond.net/tree/master/realt...
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neomantra 9 hours ago | link

I've used Lua in the realm of quantitative finance for years. Early on, it was primarily a flexible configuration tool, embedded in a complex event processing system.

With the advent of LuaJIT 2, I've used it standalone for analyzing many many millions of messages per day in real-time, then feeding resultant datasets to other more batteries-included environments which aren't near as fast (e.g. Python, Matlab) or to datastores like Redis and Mysql

I also use OpenResty for web applications (risk management apps, charting, and other visualizations), often pulling from those same datastores. OpenResty is a joy to work with and is crazy fast.

I make heavy use of the FFI both for library bindings (including system calls) and general C structure use. The messages mentioned above are represented as C-structures and are efficiently processed by LuaJIT. I find myself often writing Lua scripts to do networking programs rather than C. Check out `ljsyscall`.

Dealing with memory has definitely been a stumbling point, but once I built enough scaffolding to deal with it (including using jemalloc), it has been clear sailing. Now I store millions of objects taking many GB of memory without significant GC pressure using FFI-based HashMaps and Vectors.

Also understanding how to keep the code in the JIT (versus the interpreter) has taken some artistry -- e.g. examinging the output of -jv and -jdump.

Although this thread is about LuaJIT 2.0.3 release, I use the LuaJIT 2.1 branch which has many enhancements; I especially appreciate the string improvements and trace stitching.

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jbeja 10 hours ago | link

You can also use it to make fast web apps with OpenResty using this: http://leafo.net/lapis/

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programming  games  Lua  LuaJIT  Development  Webdevelopment  nginx  OpenResty  framework  FFI 
march 2014 by snearch
A Worst Case for Functional Programming? : programming
Interesting article, but it's based on an assumption that isn't true for games I've worked on. While the game may have a fixed time step, units in the simulation do not update simultaneously. Instead, the game is effectively turn-based where each "turn" is a single frame. Units update sequentially and each one sees the state of the world as it is on their turn.

Physics is a bit different. There, you may be calculating the entire next world state as a function of the previous state. But there, I think the typical solution is to basically double buffer the physics state. Each body has a separate "current" and "next" position and/or velocity.

The fix is to never pollute the simulation by adding new objects mid-frame. Queue up the new objects and insert them at the end of the frame after all other processing is complete.

That's common, but not because it helps your simulation step be simultaneous. It's to avoid concurrently modifying the list of objects while you're in the middle of iterating it.

If you do want your entire simulation to be simultaneous, I think it would be much easier to double buffer everything than do it in an explicit immutable style. Entities can still be read and imperatively modified. It's just that the field you're reading (the current frame's) is different from the field you're writing (the next frame's).

The problem with that is that updating entities simultaneously can get you into impossible game states. For example, you've got:

.----.----.----.
| () | | [] |
| /\ | | /\ |
'----'----'----'

The guy on the left sees the tile next to it is open so it moves right. At the exact same time, the one on the right also sees the open tile and moves left. Since those moves are simultaneous, who wins?

It's much simpler to just effectively make the game turn-based.

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programming  games  Insightful  higher_quality 
january 2014 by snearch
Notch, WebGL, Dart, and ramping up quickly | Hacker News
"Peter Norvig here. [....] In terms of programming-in-the-large, at Google and elsewhere, I think that language choice is not as important as all the other choices: if you have the right overall architecture, the right team of programmers, the right development process that allows for rapid development with continuous improvement, then many languages will work for you; if you don't have those things you're in trouble regardless of your language choice."

As for Notch. He uses Java and wait for it..

Eclipse!
programming  games  Webdevelopment  WebGL  GUI  Erfolgsprinzip  print!!!  choice_of_programming_language 
december 2013 by snearch
Coding Horror: You Don't Need Millions of Dollars
One of my very favorite quotes of all time comes at the end of the book.

Carmack disdained talk of highfalutin things like legacies but when pressed would allow at least one thought on his own. “In the information age, the barriers just aren’t there,” he said. “The barriers are self-imposed. If you want to set off and go develop some grand new thing, you don’t need millions of dollars of capitalization. You need enough pizza and Diet Coke to stick in your refrigerator, a cheap PC to work on, and the dedication to go through with it. We slept on floors. We waded across rivers.”
...
And indeed they did, as the book will attest. Both @ID_AA_Carmack and @romero are still lifelong, influential, inspiring members of the game and programming communities. They are here for the long haul because they love this stuff and always have.

The ultimate point of Masters of Doom is that today you no longer need to be as brilliant as John Carmack to achieve success, and John Carmack himself will be the first to tell you that. Where John was sitting in a cubicle by himself in Mesquite, Texas for 80 hours a week painstakingly inventing all this stuff from first principles, on hardware that was barely capable, you have a supercomputer in your pocket, another supercomputer on your desk, and two dozen open source frameworks and libraries that can do 90% of the work for you. You have GitHub, Wikipedia, Stack Overflow, and the whole of the Internet.

All you have to do is get off your butt and use them.
Posted by Jeff Atwood
Carmack_John  programming  games  mehr_A_verdienen  print!!! 
october 2013 by snearch
#AltDevBlog » Confessions of a failed indie developer
However, there was huge elephant in the room – money. I was living off savings and my wife’s income, but with a mortgage and two children, this was running out fast. I needed external funding to keep going. Looking back I’m not completely sure why I didn’t try talking to a publisher or venture capitalist – I guess I was paralysed by a fear of rejection
Freelancing  CONs  Profession  programming  games  ISV  product  Startup 
august 2013 by snearch
Unreal JavaScript - Vladimir Vukićević
Fast and Awesome HTML5 Games
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The Web Is The Platform

With Emscripten, the web is just another platform to target. It can be targetted alongside other platforms, with the additional development cost similar to porting to another OS. No longer does choosing to deploy on the web mean rewriting in JavaScript, and worse, continuing to maintain that JavaScript version in parallel with the native version.

Personally, it’s really exciting to get to this point a short two years since the the first WebGL specification was introduced at GDC 2011. With WebGL, Emscripten, and asm.js, the pieces really fell into place to make this possible. It’s even more exciting to be able to do this with high profile engine, known for its quality and performance. Seeing the web get to this point is pretty amazing, and I look forward to seeing what the industry does with it.

More Information

For more information, please check out the slides from our talk:

Vladimir Vukićević – The Web Is Your Next Platform
Josh Adams – Unreal Engine 3 in JavaScript
Alon Zakai – Compiling C/C++ to JavaScript

Also, please visit the new Mozilla Developer’s Network Games landing page, which we’ll be expanding in the coming weeks. The Emscripten project and information about asm.js are also useful if you’d like to take a look at what it would take to port your own games or other apps.
games  Mozilla  Firefox  Javascript  Unreal  Emscripten  WebGL  programming  html5 
may 2013 by snearch
The IDE as a value | Hacker News
Clojure(Script) is very fast, but it's not C and won't ever be. I've never run into a performance issue that I simply couldn't drop down to the platform and then wrap nicely to get native JVM or JS performance.
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skywalk 18 hours ago | link

If you were planning to write a high performance game using python, most likely you wouldn't be using the vanilla cpython interpreter, but instead using cython (http://cython.org/) to write extensions in essentially C for all your high performance code.

I think it's important to remember one of the core tenants of python is to first write in python, then optimize the bits where necessary in C by moving those calls into an extension - by using cython you get to move to C like speeds by just annotating your existing python code.

Also - I think a fairly more common approach to using python in game development is to write the core in C++, then call out to python for scriptability purposes (e.g. configuring characters/levels) - rarely would one write a full game in python unless extensions were heavily used, for the reasons quoted above.
Webdevelopment  Clojure  ClojureScript  games  programming  Development 
january 2013 by snearch
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