Hi guys,
well, I am getting tired too, but from other things.
@Ethin: it looks like you're very allergic to bgt. Whenever this word is wrote in forum, you criticise it without taking in the connection in which it was used.
I just said, that it would be worst to rewrite its code to c++ and use it there, not to use bgt itself.
About the bullet engine and box 2d. I agree that they are great engines, which you can't write at your own, if you haven't school for it. Btw, did you ever tried to implement those libraries?
But... Does english have the phrase, that use of something is like using a cannon to kill a sparrow? I really don't know, in Slovak it exists, and is exactly for this situation in my view.
Okay, realistic phisics may be good for sighted players, because they actually see the movement of characters, items etc. but tell me one reason how it can be useful for blind player?
Also, can you tell me just one audiogame, which uses these super physics engines? Redspot? Stw? Or when you hate bgt, may be Swamp? Or RTR? Topspeed?
Aprone wrote few tutorials about the map movement some time ago, also the tutorial for sound rendering, so I doubt he used Bullet or Box_2d. In spite of it, Swamp is the greatest game I ever plaied and I am absolutely not interested in if it uses superrealistic physical engine or not.
Game world is still a game world, it doesn't matter how much realistic you want to do it, other things are important in my opinion.
So, for Jonikster, my recommendation is, don't waste time by struggling with implementation of such a libraries. Instead, invest your attention in to things like the ballance of weapons strengths (RTR showed greatly, how important it is), fair play between old and new players on the server and enjoyable maps creation.
These are things, which will actually make your game more popular and playable, not the fact, that you falled from the wall 100 milliseconds less than in other games, because you used a super physics engine.
@Jonikster:
I wrote above, what I think about using libraries, it is now upto you to choose, what you will use. If you select a library, it is okay, your decision, in that case however I am not able to help you.
If you on the other side choose to make a normal game physics, like in other successful games, and you are interested in the formulas and algorithms, feel free to write me at:
[email protected]
And we can discuss closer whatever you want. I have experiences from the Blindcraft project and few others, non-published, so I can give you tips how to manage certain problems effectively, if you want.
@pauliyobo: great formulation, you can use whatever you want for development, more than a speed of language will influence you how you feel in the language and how good you can use it.
I think people here are overdramatising speed sometimes at all, draving scene to the screen is more harder task than game processing, and cpus are managing it. If you don't write very very stupid things in the code, then things like a shooter game will be nothing for cpu.
Another thing is also, that if you choose to develop in Python, and still scare about speed, there are many friendly implementations of high optimised game engines in c++, so they will make all independently from Python speed, and you will only must to code controlling mechanism with a performance hit in milliseconds.
So, my summary, choose one programming language, which you feel best in, and then search the best way, how to do what you want in it.
Best regards
Rastislav