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RE: Python in Xconq
- From: "Erik Jessen" <ejessen at adelphia dot net>
- To: "'Brandon J. Van Every'" <vanevery at indiegamedesign dot com>,"'xconq'" <xconq7 at sources dot redhat dot com>
- Date: Tue, 18 Nov 2003 02:45:22 -0800
- Subject: RE: Python in Xconq
Perl has all that as well - I know, because I use them on a regular
basis.
Also, there are a great many modules others have written, to enable
things like network play (RPC/IPC/IRC/etc.).
But again, I've not seen Python, so it may do all those things in a much
nicer way.
Erik
-----Original Message-----
From: xconq7-owner@sources.redhat.com
[mailto:xconq7-owner@sources.redhat.com] On Behalf Of Brandon J. Van
Every
Sent: Monday, November 17, 2003 8:37 PM
To: xconq
Subject: Python in Xconq
From: Erik Jessen [mailto:ejessen@adelphia.net]
>
> I think having an interpreted language (v. the current Lisp-format
> datafile) would put Xconq way ahead of the competition (like ADC2 et
> al).
I agree. Adding Python support is my next agenda item after Windows UI.
I do not believe in Perl. It's ok for scripting, but it is a wholly
inappropriate language for building systems. Python can handle both
simple scripting and complex systems building. I'm not one to
eneumerate Python's many features, but for instance it has list
processing and hash tables / dictionaries built right into the language.
Cheers, www.indiegamedesign.com
Brandon Van Every Seattle, WA
Taking risk where others will not.