How much pygame is strong (for doing big games...) [closed] - pygame

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I just tried to learn pygame, and its really fun module to learn.
But, i wondered how strong is this module?
Can i (just for example) create "warcraft 2" game with it and pygame will hold the all graphic and things like that?
If not, so what languages is strong enough to do a strategy games with?
And - what is the power of pygame.
Is there any limitations?
I understand from friends that cpp is my answer.
But i want to hear it from you and with a bit more information.

It is a little hard to tell from your questions wording, but I believe you're asking: 'Can Pygame be used to create high level 3d graphics games?'
If that is your question, then no, it cannot. Pygame is not designed to be used to make high level 3d graphical games. Pygame is however, built upon the SDL library, which can support creating 3d graphical games.
Also there is no 'cpp' game creating module, so assume you mean C++. You friends are right though, C++ is really the best language to go with if trying to make a graphics intensive game. But before you go off trying to create a game from scratch in C++, with the graphics library of your choice, why not use a already engine game engine such as Unreal or Unity. You'd make your game much quicker than you ever would starting from scratch.

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What Flash Framework For Soccer game? [closed]

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I'm a new Flash games developer, i just created my first game in Flash using FlashPunk, it was great, now i'm supposed to create a single player vs cpu soccer game, exactly like this one : Kung Foot.
As i said, i find FlashPunk a good Framework, but i'm opting for better performance and heavy graphics, i'm actually think about either Citrus or Flixil.
They both use Box2D for collisions, but i've heard that Citrus would be the right choice if it was a platform game.
I don't know if there are any other well documented Frameworks out there, what do you think !
I think starling is best decision in your case.
Citrus isn't really an engine as much as it is a collection of other tools to make development easier. It takes a rendering engine (like starling or away3D) and a phyics engine (like nape or box2d) and bundles them together for you, providing some functionality to make the process of using them easier. (Like the ability to add a virtual joystick to the screen in one line of code. However, you could do all of these things on your own and be just as successful.
If you plan on using Citrus, be very careful. It's great for getting stuff up and running quickly, but the documentation can be very iffy sometimes. For example SimpleCitrusSolver is used in a lot of their tutorial documentation, but it is broken in newer versions. I recommend reading about the logic behind every library function you use from citrus, instead of letting it be a magic library that does nape and starling for you.
As far as what framework is the best, it's really a personal choice. They all will let you accomplish the things you want to do, just go with what feels the most comfortable.

Teaching and making programming exciting to the novice [closed]

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I wanted to teach programming to a complete novice ( somebody who has a bachelor's degree in arts but never into programming).
I tried to introduce python but the response was something like, " Okay, it prints 1,2,3,.....or yes, it does fibonacci series but what is a use, I can do it easily, or my calculator does it, how is it useful". I tried to sell the grand idea with saying that, "Hey, you see the MS Office you use, it uses the same concept." but it did not work. Simply speaking, I could not create or show anything to appeal the novice into getting interested in programming. I showed the GUI I created using wxpython but was horrified to see that the code I wrote gave the novice nothing but horror.
Can anybody suggest a programming teaching approach or something related to programming or even some easy code that will make the novice believe that programming is cool, easy and fun to learn?
Well, unless you're a natural born math-head, recurring patterns of numbers aren't cool.
There's a reason why the canonical thing to start children off with is either turtle graphics, or games programming: it's at least vaguely concrete, and it is open-ended.
Other things people like to make are websites. Some kind of widget-based website framework might appeal.

Does the GameEngine you plan to use need to be written in the same language you are programming the game in? [closed]

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While my common sense says "Yeah. Duh.", I thought I read something somewhere long long ago that referenced the ability to use different programming languages in harmony and wondered if something like that applied here.
IE, if a game engine is written in C++, but the game I'm developing has been written in C#/XNA, can that game engine be utilized for this game?
Usually the language you use to write game engines aims for efficiency and speed. The language you use to write games aims for simplicity and expressiveness. So, it totally makes sense to use a different language for each purpose.
How they will work together is a different story. Usually, the engine's API will be given a convenient interface to be used in the game "scripting" language, so the latter will interact with the engine through successive API calls. The "heavy lifting" will be all done by the engine though...

Learning C++ & STL by doing game programming project? [closed]

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I've been coding with c++ for last 3 years, mostly my work revolved around using other libraries such as QT. I recently realized that for a guy who has been coding for 3+ years I dont really know much C++, cause I dont know much about Templates or STL or Boost.
To remedy it I decided that I shall learn new C++ feature and STL, then I stumbled on this excellent thread Learning C++ using a template. Which basically says that I should learn STL before anything else.
Now game programming is something I wanted to do from my undergrad days, I even wrote one flight simulator game for my project, but after some time it was discontinued.
My question is should I go on and try to make an opengl game, or try some text based game to learn C++. Would learning opengl be so hard an effort that it would distract me from actually learning C++. Also if not does somebody has some other idea ?
The STL and Boost are used in almost every C++ program, you don't need to go to the videogames domain just to learn that... Videogame programming is a very complex application domain. Nevertheless, if game programming is what you enjoy the most, go for it. I'd recommend starting with SDL instead of OpenGL, it's a higher level API. Another thing I recommend, start making a simpler game, like a Tetris clone for instance, and then move on to more complex types of game. A page I highly recommend for your game programming needs is GameDev.net

Simple Interpreted Language Design & Implementation [closed]

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I need some resources for implementing a simple virtual machine and interpreted language. Something that is pratical is most useful. I have read the Virtual Machine Implementation book and found that it is quite old and doesn't represent the vms I see today. Also if someone know of a fairly simplistic language that would be great as well.
check The implementation of Lua 5.0
You don't say if this is for a new project, to work with an existing project, for learning, or what target environment, language, and OS you're using.
If you want to learn about implementing your own VM and scripting language, get the book Game Scripting Mastery. Despite its title, it is actually about implementing your own virtual machine and scripting language. The source code is for Win32, but the concepts can be applied to .Net or Linux.
As a bonus, when you're done you will have a playable, scriptable, 2D adventure game.