PoetPhilosopher
Veteran Member
So I decided to investigate whether it's better to make a video game using the simplest of computer programming languages, Python vs. the simplest of game creation softwares. Game creation softwares are full systems, these days often written in a fast language, which use easy scripting languages and are full systems often including image editors, etc, and not requiring much compiling time. The kitchen sink of game development. And they do often cost actual money as well - the game creation softwares do.
Okay so like I said, these game creation softwares are written in fast languages these days to remain competitive. I had the theory however that the game code has to be interpreted more times through these systems than with easy computer languages, creating performance as slow as an easy language like Python. I did some research and it's not exact science, but going by other people's reports, both the easy language and the full game creation suite can handle a similar number of max objects producing similar performance. Potentially confirming my theory. In such a case, we must investigate other positives and negatives for a complete comparison.
One thing I have noticed is that in fast-moving 2D games, I will say "a high-resolution Sonic game" for example, I believe you do sometimes experience things like screen-tearing in game creation softwares even with Vsync on, somehow, and problems like that, therefore I feel it's more professional to have a game not produced in this way. Less unfixable problems, more control. So I peg that as a Python positive.
Now for a positive of game creation softwares. While not every manifestation of Python has programmable shaders set up by default and it may be easier not to (you can also use shaders on 2D games, yes, if they are written for 2D games), a lot of game creation softwares do have them these days. Shaders can create effects like real-time gaussian blur and motion blur and reflections without you having to make them in an image editor, but they will slow down your game further, possibly halfing the performance. Shader codes are short codes which quite often, get ran every pixel. GPU's are designed to handle it, but it still slows things down.
I'm not actually going to name the Game Creation softwares I've been testing so as to not harm their advertising opportunities and revenue and making a black sheep image for them, but you can get a picture from my post. I don't think this opinion is harmful otherwise though as it kind of reflects conventional wisdom developers used to express years ago.
Okay so like I said, these game creation softwares are written in fast languages these days to remain competitive. I had the theory however that the game code has to be interpreted more times through these systems than with easy computer languages, creating performance as slow as an easy language like Python. I did some research and it's not exact science, but going by other people's reports, both the easy language and the full game creation suite can handle a similar number of max objects producing similar performance. Potentially confirming my theory. In such a case, we must investigate other positives and negatives for a complete comparison.
One thing I have noticed is that in fast-moving 2D games, I will say "a high-resolution Sonic game" for example, I believe you do sometimes experience things like screen-tearing in game creation softwares even with Vsync on, somehow, and problems like that, therefore I feel it's more professional to have a game not produced in this way. Less unfixable problems, more control. So I peg that as a Python positive.
Now for a positive of game creation softwares. While not every manifestation of Python has programmable shaders set up by default and it may be easier not to (you can also use shaders on 2D games, yes, if they are written for 2D games), a lot of game creation softwares do have them these days. Shaders can create effects like real-time gaussian blur and motion blur and reflections without you having to make them in an image editor, but they will slow down your game further, possibly halfing the performance. Shader codes are short codes which quite often, get ran every pixel. GPU's are designed to handle it, but it still slows things down.
I'm not actually going to name the Game Creation softwares I've been testing so as to not harm their advertising opportunities and revenue and making a black sheep image for them, but you can get a picture from my post. I don't think this opinion is harmful otherwise though as it kind of reflects conventional wisdom developers used to express years ago.