[pygame] Old pygame tutorial not working

2008-08-03 Thread Ian Mallett
Hello, For a 3D game I'm making, I need to load a grey heightmap*. Obviously, only 256 heights are possible. In game, this translates to a landscape having steps. -My current method, loading the data pixel by pixel with Surface.get_at() seems inefficient. There is a faster way through

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-08-03 Thread Knapp
On Sun, Aug 3, 2008 at 12:52 AM, Emanuel Berg [EMAIL PROTECTED] wrote: Do you have a screenshot of your project? My project is a SNES/Mega Drive RPG with simple but addictive/fast gameplay. The inspiration is Chrono Trigger. A lot of people like realistic RPGs (for example in a

Re: [pygame] Another blitting surface to itself crash

2008-08-03 Thread DR0ID
Hi this has worked on my machine: http://www.pygame.org/pcr/meltdown/index.php (but now using 1.8 from the pygame.org site it crashes) IIRC I was told, that when blitting a surface on itself the sourerect is important (I dont remember how it should be, sorry). Maybe this is the problem? I

Re: [pygame] Old pygame tutorial not working

2008-08-03 Thread Knapp
On Sun, Aug 3, 2008 at 8:24 AM, Ian Mallett [EMAIL PROTECTED] wrote: Hello, For a 3D game I'm making, I need to load a grey heightmap*. Obviously, only 256 heights are possible. In game, this translates to a landscape having steps. -My current method, loading the data pixel by pixel with

Re: [pygame] Old pygame tutorial not working

2008-08-03 Thread Ian Mallett
The stepping problem I referred to has to do with the number of possible colors and the time it takes to load them. If colors had only a red component, suppose, there would be 256 shades of red. Because this is the case with grey heightmaps (only 256 shades of grey), there can only be 256

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-08-03 Thread Knapp
http://www.cybergrain.com/tech/pubs/lines_technote.html broken link in the other link about making perlin movement. My image and test sites for my game/movie. http://flickr.com/photos/[EMAIL PROTECTED]/ http://www.youtube.com/profile_videos?user=xomagickp=r

Re: [pygame] Another blitting surface to itself crash

2008-08-03 Thread Lenard Lindstrom
Like previous segfault bugs this one may not be Windows specific. Windows is just more sensitive to invalid memory accesses. Here's what happened when I ran the test case interatively: Python 2.5.2 (r252:60911, Feb 21 2008, 13:11:45) [MSC v.1310 32 bit (Intel)] on win32 Type help, copyright,

Re: [pygame] Another blitting surface to itself crash

2008-08-03 Thread techtonik
On 8/2/08, Brian Fisher [EMAIL PROTECTED] wrote: last time it came up marcus was thinking about making pygame throw an exception on blitting a surface to itself, which still seems like a decent solution to me. Anybody know any more background? The root of such problems is why people need to

Re: [pygame] Another blitting surface to itself crash

2008-08-03 Thread claudio canepa
On 8/2/08, Brian Fisher [EMAIL PROTECTED] wrote: There's another instance of blitting a surface to itself crashing on Windows for a user, it's believed to be a 1.8.1 thing by the poster http://pygame.motherhamster.org/bugzilla/show_bug.cgi?id=19 last time it came up marcus was thinking about

Re: [pygame] Another blitting surface to itself crash

2008-08-03 Thread Brian Fisher
I think you are right anatoly, in that doing something special for scrolling is what is the right thing, and having an api that blocks blitting to itself but has a special call for scroll would be the ideal api. However I remember way back when SDL was much younger (like late 1990's) blits of a

Re: [pygame] Another blitting surface to itself crash

2008-08-03 Thread Lenard Lindstrom
Just comment out line 606 in core.c: install_parachute (); That should do it. If I have time I can build SDL with debug info. and check it out once I have an idea where to look. Happy bug hunting, Lenard Brian Fisher wrote: It may certainly be something that is not windows specific but

Re: [pygame] Another blitting surface to itself crash

2008-08-03 Thread Lenard Lindstrom
That should be base.c. Why I keep thinking of core I don't know. Lenard Lenard Lindstrom wrote: Just comment out line 606 in core.c: install_parachute (); That should do it. If I have time I can build SDL with debug info. and check it out once I have an idea where to look. Happy bug