Micropython used in a PlayStation game #18291
Replies: 4 comments 13 replies
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Very cool! I just gave a conference lightning talk about Playdate games using MicroPython (a very very condensed version of this), but a PlayStation game is a totally different animal! That would have been a nice example to mention in my talk. |
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Whow - MicroPython on the Console - Super Cool |
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Congratulations on the Playstation 5 release! And a very creative way to deploy MicroPython by embedding it inside UE. 😄 |
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Very cool! This has to be one of the more ambitious real-world embedding uses of MicroPython. I would love to hear a talk about it and the lessons learned! |
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Hi Everyone,
I don't know if this is a first for micropython, but it might be.
In a previous post, I explained how my company used micropython to port an old game from 2009 and release it everywhere.
Well, today that game has been published on Playstation 5 :)
Been working hard on this for several months, and it's just the first of many python games we plan to resurrect, both ours and from third parties.
What's also interesting is that, in order to avoid the hassle of dealing with Sony's SDK's, I've embedded the game (micropython included) inside Unreal Engine 5. So the whole game is running in a sort of a "virtual machine"-like environment inside UE, and then UE tools are used to export the game to Playstation 5 (it's much more complicated than it sounds).
PS: I also have the game working on Nintendo Switch and XBox but it's not yet published.
Overall, I'm quite happy with how microython is performing, it's been quite a jurney learning how it works and how I can tune it to work good in a low latency enviroment needed for games.
Had a lot of performance problems on Nintendo Switch since it has a slow CPU (~ 1Ghz). Micropython and its garbage collector was giving me a lot of trouble, but managed to optimize the code well enough to run at a stable 60 FPS. Some of the code had to be converted to C++ though.
PS: I'm using micropython 1.22.
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