Author Topic: Pygame on the GCW Zero  (Read 4865 times)

DeusDormouse (OP)

  • Posts: 99
Pygame on the GCW Zero
« on: December 23, 2014, 09:41:49 pm »
Discuss.

Nebuleon

  • Guest
Re: Pygame on the GCW Zero
« Reply #1 on: December 23, 2014, 09:50:36 pm »
It's a thing, and it exists. It's good for making games quickly, if you don't need any performance whatsoever at run time.

Senor Quack

  • Posts: 223
Re: Pygame on the GCW Zero
« Reply #2 on: December 23, 2014, 10:23:40 pm »
It's only a good choice for turn-based games. Things like puzzle games or card games that require minimal animation. Otherwise, as Nebuleon hinted at, you're best off with C/C++.

codingcampbell

  • Posts: 25
Re: Pygame on the GCW Zero
« Reply #3 on: December 25, 2014, 03:44:40 am »
I think, for quickly developing games without the toolchain/compiler/etc, love2d is a killer feature on the gcw. Luajit seems to perform much faster and I think love2d has a friendlier API than pygame. No scientific testing, just my experience trying to build a basic platformer with lots of sprites.

pcercuei

  • Posts: 1667
    • My devblog
Re: Pygame on the GCW Zero
« Reply #4 on: December 25, 2014, 09:21:34 am »
Agreed. Lua is recompiled on the fly (Python is not) and Love2D is GPU-accelerated, it is much more performant than pygame.

DeusDormouse (OP)

  • Posts: 99
Re: Pygame on the GCW Zero
« Reply #5 on: December 30, 2014, 10:37:30 pm »
What about using C/C++ to do the heavy lifting?

congusbongus

  • Posts: 80
    • congusbongusgames
Re: Pygame on the GCW Zero
« Reply #6 on: December 30, 2014, 10:48:52 pm »
What about using C/C++ to do the heavy lifting?
I don't see much point. Pygame already uses C to do heavy lifting in a sense, since it's built over SDL, so for example all the blitting functions are already C. The only thing you could do is rewrite some heavy game logic, so you end up with this sort of awkward setup: python (light game logic) -> C (heavy game logic) -> python (pygame) -> C (SDL).

Besides, pygame on GCW Zero is already quite slow for regular, real-time games. If I had to use pygame again, which definitely won't be my choice, I'd build in features incrementally and benchmark at every step, because the performance ceiling seems to be quite low.

DeusDormouse (OP)

  • Posts: 99
Re: Pygame on the GCW Zero
« Reply #7 on: December 30, 2014, 11:03:45 pm »
So I guess a Doom clone is too much for PyGame?  :P
How about a 2D Zelda clone?

Nebuleon

  • Guest
Re: Pygame on the GCW Zero
« Reply #8 on: December 31, 2014, 01:06:43 am »
Probably not, unless you have very few, very optimised decisions to make every frame, and never draw more than 30 sprites on one screen ever.

As I've discovered during the porting of Barbie Seahorse Adventures, Python/Pygame on the GCW Zero is like having a 1.3 to 13 MHz CPU. So I optimised that game using cycle-counting, not just O(n?) and stuff.

CSX

  • Posts: 59
Re: Pygame on the GCW Zero
« Reply #9 on: January 02, 2015, 02:13:48 pm »

So I guess a Doom clone is too much for PyGame?  :P
How about a 2D Zelda clone?

Advance wars or Fire Emblem clones would be cool. Because TBS! We need more TBS pygame games :)

DeusDormouse (OP)

  • Posts: 99
Re: Pygame on the GCW Zero
« Reply #10 on: January 02, 2015, 10:46:28 pm »
We need more TBS pygame games :)

On that note, how about some Turn-based Tactical, such as Wasteland 2 or XCOM?

Anyway, how about prototyping in PyGame then finishing in SDL?

 

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