Which of these languages is easiest to learn, python or ruby, which is less 
verbose, and which is more powerful?
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----- Original Message ----- 
From: "Nolan Darilek" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Monday, January 15, 2007 1:11 AM
Subject: [Audyssey] Another perspective on programming games


> Hi, folks.
>
> Lots of you seem interested in learning how to program games. This is
> great. Lots of you are also scurrying off and downloading the various
> microsoft express IDES. If this is your chosen path then by all
> means, knock yourselves out, but I wanted to toss out another path
> that you may not have considered.
>
> C#, VB, Java, etc. are popular, powerful languages. They're also very
> verbose when compared to languages like Ruby and Python that can,
> say, write a simple "Hello, world" program in a single line rather
> than half a dozen.
>
> If you're wanting to learn programming, consider a language like Ruby
> or Python first. The syntax is much easier to grasp and, in my mind,
> much closer to how we think than are languages like C#/VB. Try to
> guess what this does:
>
> 3.times do
> print "Hip hip, hooray!"
> end
>
> vs.:
>
> for(int i = 0; i < 2; i++) {
> Console.Out.Writeline("Hip hip, hooray!");
> }
>
> You can develop games easily in either of these using libraries like
> RUDL, Rubygame, Pygame, etc. Not only do these have the advantage of
> being cross-platform, but you can type a bit of code, run the game
> instantly, add more, etc. in an evolutionary process so much faster
> than would otherwise be possible with compilation.
>
> There are disadvantages to this path. These languages may spoil you.
> I've coded for years, and after working with Ruby, coding in Java
> feels like running under water. This may be circumventable, however.
> I've written Torrent in Java and have just recently separated the
> engine components into a separate project for other game development.
> I'm finding that I can use my engine with JRuby, a Java-native
> implementation of Ruby, and enjoy the ease and speed of Ruby plus the
> power of the underlying Java engine. If you're a .net person, there's
> a .net implementation of Ruby on the horizon and, if you find that
> you prefer Python to Ruby, you can already use languages like
> IronPython or Boo (http://boo.codehaus.org) with DirectX or whatever
> your .net engine of choice might be. Actually, if Python is your pick
> then you can already use either of these with existing DirectX
> resources/tutorials to get up to speed that much quicker with skills
> that you can keep.
>
> Also, if you pick the pure Ruby/Python route, your games' source will
> almost always be visible, meaning others can copy what you've done
> (albeit with the same restrictions.) This shouldn't be an issue at
> first--my first three attempts at game programming weren't commercial-
> grade, and I'd probably have been much more successful at learning if
> I'd treated at least two of those as learning experiences instead of
> trying to write the next GMA engine right out the gate. :)
>
> And, again, if you're still interested in the C#/VB.net route then
> right on, and I wish you the best of luck. :) Just wanted to let
> folks know that a) those aren't the only games in town, even if you
> do want to stick with .net from start to finish (see notes about
> IronPython/Boo above) and b) it may be best to focus on learning the
> craft of game design during your first few efforts rather than on
> producing something to sell. Language shapes how we think, and while
> picking a non-conventional language might seem like a bad idea at
> first glance, it just might help some of you who may find C#/VB
> frightening. Hell, I'm a decent enough coder and *I* find them
> frightening for various reasons. :) If given a choice, I'll almost
> always pick an alternate language like JRuby/Nemerle/Boo for whatever
> platform I'm constrained to rather than simply using C#, Java, etc.
>
>
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