in reply to Re: Re: Re: 2D realtime pixel graphics options in Perl
in thread 2D realtime pixel graphics options in Perl
the PyGames folks are putting out games because they work as a community tp produce high quality Python game libraries. There is no "PerlGames" community, therefore you shouldn't use Perl to program games.
This is self-defeating. There was not a PyGames community at one point either. This is also like saying "I should not write games in Lisp" or "I should not write a newsreader for EMACS". These things get done. Why? Because a true hacker does whatever the hell he wants -- and he is very bad at listening to those who say "can't".
Perhaps you tried to take too much of an evolutionary leap with your Quake3 project. There are tremendous efficiency issues here that would take a long time to conquer. However I know a bunch of folks are scripting Unreal engines with Lisp, using hand-rolled XML parsers. And it works. Who's to say Perl can't leverage a few native libraries and kick ass? It can. It just requires the nay-sayers to quit saying nay and finally do something.
Because a community or user base does not exist is not a reason to avoid development. That's only going to lead you to failure every time, in every thing that you do.
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Re: Re: Re: Re: Re: 2D realtime pixel graphics options in Perl
by samtregar (Abbot) on Feb 29, 2004 at 18:18 UTC | |
by flyingmoose (Priest) on Mar 01, 2004 at 14:48 UTC |