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What kind of game are you writing? If you're just a hobbyist, you might want to try a popular choice like python. (Pygame is insanely well known.)
by jibiki 17y ago
What kind of game are you writing? If you're just a hobbyist, you might want to try a popular choice like python. (Pygame is insanely well known.)
- olliesaunders 17y agoI edited the original post. I'm interested in commercial game projects. Real games, the kinds that you see in shops for PS and XBox etc.
- amichail 17y agoUse what most developers are using for the gaming platform of interest.
- olliesaunders 17y agoIsn't that C++? (I'm not very learned, here, I'm really asking about this for a friend).
- jibiki 17y agoAs far as I know, yes.
- trin_ 17y agowell pc-gaming/xbox is also getting more and more c#
- loup-vaillant 17y agoIt is C++. Note that this perfectly reasonable individual choice tend to ensnare us all in a local maximum. One route out of this local maximum could be CPUs optimized for garbage collection and a high rate of function call. I doubt we will see that any-time soon, though.
- loup-vaillant 17y agoMETA: Why the downmod? I assume it wasn't out of mere disagreement, so I must have made a specific mistake, but I can't see it (I answered the question, then stated an opinion which I think was on topic).
- smakz 17y agoIf you are interested in making games for consoles you are pretty much restricted to what the console maker's software development kit supports, which is usually C/C++. It's usually impractical to reverse engineer the hardware and supply your own system libraries in another language. Computer games are another story, but the same facts are generally true, that you should use the language which provides the libraries where most of the work is already done for you. There are the most number of game development kits for C++, so that's why C++ is popular for game development. For what it's worth, I have done a few games using the ORGE rendering engine and plugged the game elements (physics, AI) with separate libraries and it has worked fairly well. http://en.wikipedia.org/wiki/OGRE http://en.wikipedia.org/wiki/OGRE http://en.wikipedia.org/wiki/Havok_(software) http://en.wikipedia.org/wiki/Havok_(software) http://en.wikipedia.org/wiki/Box_2D http://en.wikipedia.org/wiki/Box_2D
- plinkplonk 17y ago"If you are interested in making games for consoles you are pretty much restricted to what the console maker's software development kit supports, which is usually C/C++. " Unless you want to write a lisp using that c/c++ sdk and then develop with the lisp you wrote. (http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp). So it certainly can be done. Whether you should is another matter. Post acquisition (by Sony) Naughty Dog seems to have shifted to c++ but seems to have shifted back partially to lisp (C++/ scheme combo as far as I can make out) for their "Uncharted" games for the PS3.(http://www.naughtydog.com/docs/Naughty-Dog-GDC08-Adventures-In-Data-Compilation.pdf http://www.naughtydog.com/docs/Naughty-Dog-GDC08-Adventures-... Warning PDF)