From what I have heard, galaxy game works is no longer involved with supporting
SDL. Also it will be a bit before other parts of SDL can be zlib-ified, since
that involves getting agreement from many other parties.
http://lists.libsdl.org/pipermail/sdl-libsdl.org/2011-April/080415.html
-Casey
Some major features I enjoy in using Sphinx:
- Nice reference documentation can be generated from python source/doc strings,
but you can also create reference docs directly as well.
- Nice formatting and syntax highlighting of code examples. It's also easy to
insert code from python modules
On Feb 6, 2011, at 9:37 PM, David Burton wrote:
On Sun, Feb 6, 2011 at 4:42 PM, Greg Ewing greg.ew...@canterbury.ac.nz
wrote:
David Burton wrote:
(That's because, if you are an experienced programmer, you have learned
[probably the hard way] that you really don't want to start anything
of
a 'callback' attribute, and if one exists it would be called.
That would be an improvement over a regular callback, because the call to the
callback function would be deferred until the call-stack into the GUI library
had been unwound.
Dave
On Mon, Feb 7, 2011 at 2:34 PM, Casey
You can probably achieve nearly the same level of compression (or even perhaps
better depending on the data) much more easily by using the struct module and
then compressing the result using zlib.
The you don't have to do any manual packing and unpacking of the data, which is
tedious and
On Aug 27, 2010, at 9:06 AM, James Paige wrote:
On Fri, Aug 27, 2010 at 08:43:59AM -0700, Brian Fisher wrote:
So you asked what else do you need? well the answer is if you want
consistent non-linear physics (like say you want the players to jump the
same all the time), then the else
If you are going to roll your own, at least use the standard luminance
calculation:
L = 0.3 * red + 0.59 * green + 0.11 * blue
hth,
-Casey
On Apr 29, 2010, at 9:22 AM, Jason M. Marshall wrote:
Stas,
This is simple and it works.
Jason
def convert_to_gs(surf):
width, height =
What you are lacking is actually part of Python itself (or the stdlib):
Python 2.6.4 (r264:75821M, Oct 27 2009, 19:48:32)
[GCC 4.0.1 (Apple Inc. build 5493)] on darwin
Type help, copyright, credits or license for more information.
import ctypes
ctypes.pythonapi.PyString_AsString
_FuncPtr
4.2, which is not supported with the 10.4 sdk (gives float.h and stdarg.h
errors). I swaped the /usr/bin/gcc symlink to go to 4.0, so that error is
past.
On Sun, Apr 18, 2010 at 8:30 PM, Casey Duncan ca...@pandora.com wrote:
The default xcode install omits the 10.4 stuff that is needed
The default xcode install omits the 10.4 stuff that is needed for building
python extensions. You can fix it by doing a custom xcode install.
-Casey
On Apr 18, 2010, at 2:09 AM, Brian Fisher wrote:
the PC stuff is building, but the mac building on the automated build machine
got messed up
On Mar 28, 2010, at 12:24 PM, Wakefield, Robert wrote:
I've made a tiling engine where tiles are stored as list of subsurfaces from
a texture surface, and the game map is stored as a list of tile indices. The
problem is that I'm ending up with some slowdown even at low resolutions. I
It probably requires/expects the standard framework install. My suggestion:
Install the binary from python.org. Alternately, install pygame using fink, if
possible. You could also build pygame yourself from source using the
fink-installed python.
My opinion: fink is more trouble then its
It might be useful to try running `python -v` to test the import. It will tell
you what files are being imported and from where. `python -vv` will give even
more detail about where it is trying to import from as well.
-Casey
On Mar 5, 2010, at 3:20 PM, Ian Mallett wrote:
Hi,
I have a
Harry was having some trouble posting this, so he asked me to forward it along.
-Casey
From: Harry Tormey slan...@unworkable.org
Date: March 1, 2010 12:36:16 PM MST
To: pygame...@unworkable.org
Subject: [pygame-sf] PyGameSF meetup Tuesday March 2nd 6pm @ the strong room in
the Main San
On Feb 3, 2010, at 4:30 PM, R. Alan Monroe wrote:
The nice thing about limiting the framerate versus having calculations be
done based on time passed is that it is much more consistent. With dt
calculations you will often get huge jumps on slower computers and extra
slow movement in cases on
Some thoughts:
- You might try using rotozoom, which probably isn't faster, but will give you
much better quality.
- Don't rotate a single image/surface multiple times, as rotation is lossy, and
will make the surface grow much larger than necessary. Instead only rotate from
the original image
On Jan 1, 2010, at 9:49 AM, Alex Nordlund wrote:
Hello,
I'm part of team working on a small project using DR0ID's excellent
tiledtmxloader.
The tiledtmxloader is completly awesome and is the godsend we prayed
for, unfortunately due to our (current) incompetence we cannot
currently utilize
Maybe a solution to this is to use pygame. Just divide the screen up
into a grid where each rectangle can contain a character. To draw the
screen you just paint the appropriate character in each rect. You
could also use fancier glyphs too if you wanted to (like from
wingdings, dingbats,
This is a guess, but maybe pygame assumes the object passed to Font is
a real file object? If so there's a bug there that it doesn't type-
check and throw an exception, if not it seems like there's a bug there
that it blows up rather than throwing an exception, but that may be
something
To start with, it is great to see follow-through on this, it will be a
great, long overdue, addition to the pygame api.
One thing I notice is that the main vector data structure contains a
pointer to the actual coordinates. Other structures just contain the
coordinates in an inline array
I agree, I think an iterator api is not flexible enough alone, and if
provided, should be in addition to one that takes an arbitrary t.
-Casey
On Nov 14, 2009, at 3:59 PM, Patrick Mullen wrote:
I think there are many cases where one might want, say, the halfway
rotated quat between two, or
On Nov 16, 2009, at 1:15 PM, Lorenz Quack wrote:
The reason I allocated the memory dynamically is that I didn't want
to waste the
2*sizeof(double) on Vector2 instances. but maybe we don't have to be
that cheep
in this day and age. especially if we can gain some speed. Another
consideration
On Oct 1, 2009, at 9:50 AM, James Paige wrote:
On Thu, Oct 01, 2009 at 09:34:35AM -0400,
pierrelafran...@sympatico.ca wrote:
Sounds lik yet another gimmick to get uneducated folk to buy
another TV
LOL, I like this one.
But I'm not sure I understand your statement on NTSC.
This is what my
You can blit a surface that is bigger than the pygame screen and it
should efficiently crop it for you without extra work on your part. At
some point though you will probably run into surface size limitations,
in which case you can just tile surfaces together.
In my experience with pygame,
with a BIG surface at 30 fps. and i need
something that would work with Rabbyt
From: Casey Duncan ca...@pandora.com
To: pygame-users@seul.org
Sent: Monday, August 3, 2009 12:51:32 PM
Subject: Re: [pygame] Scrolling
You can blit a surface that is bigger than the pygame screen and it
should
Before I believe you actually optimized things, how does the timing of
your new code compare to the original (timeit is your friend)?
Since your lambdas add additional function call overhead, and the list
comprehension adds the cost to build a list, I would not assume this
is faster.
You can draw wireframes instead of fills by setting:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
Then draw your geometry as desired.
Note this has the same limitations and drawbacks as GL_LINE, but for
simulating old-school vector graphics it works pretty good. You can
control whether or not
Here's the moral-equivalent one-liner in Python:
print open(myfile.py).read().replace( *4, \t)
Note that sed is your friend, however, and you'd be wise to learn it.
-Casey
On May 17, 2009, at 8:00 AM, Yanom Mobis wrote:
I'm sorry, but that script's complete gibberish to me. I was talking
consistency with rects
* René Dudfield: personally uses list more often than tuples
* Casey Duncan: consistency with rects and performance concerns
immutable:
==
* Brian Fisher: immutable prevent subtle bugs
* Marcus von Appen: no reason given
* Gregor Lingl: should behave more like numbers
8^)
On May 1, 2009, at 10:29 AM, René Dudfield wrote:
hellos,
I have put together a video representing some of the pygame work out
there.
Enjoy!http://www.youtube.com/watch?v=Qu2Tuo3HPbo
On May 1, 2009, at 8:07 AM, Lorenz Quack wrote:
Hi
as a follow up to the API draft for vector type I would like to
discuss the merits of having a mutable or immutable vector type.
Arguments for an immutable vector type:
Brian Fisher pointed out two advantages of immutable vector types:
On May 1, 2009, at 12:01 PM, Shaun Mahood wrote:
As much fun as it is to watch everyone split apart to do their own
thing, I have a few questions (not knowing anything about either
Django or cherrypy).
Do both of the frameworks hide all the database interactions? If
possible, it could save a
I would vote that anyone not actually working on the website gets no
vote in how it is implemented 8^). I think armchair web jockeying
should be limited to features and aesthetics, if anything.
How many folks are actually working on this?
-Casey
On May 1, 2009, at 12:12 PM, Jake b wrote:
On Apr 28, 2009, at 11:09 PM, René Dudfield wrote:
[..]
fill_multi might look like this:
Surface.fill_multi(color, rects, special_flags=0)
Basically the same as the fill() except the first two arguments
accept
buffer objects that are arrays of colors and rects respectively. I
think it
. a Surface.blit_multi which took
a buffer of destination rects.
On Tue, Apr 28, 2009 at 3:06 PM, Casey Duncan ca...@pandora.com
wrote:
I have found this to be generally true as well, and storing a large
number of individual vector objects to be operated on in a batch
performs poorly regardless
On Apr 28, 2009, at 1:48 PM, Marcus von Appen wrote:
1.6 properties
==
1.6.1.1 v.length - a # gets the magnitude/length of the vector
1.6.1.2 v.length = a
# sets the length of the vector while preserving its
direction
The setter might be risky due to rounding issues.
On Apr 28, 2009, at 8:41 PM, René Dudfield wrote:
On Wed, Apr 29, 2009 at 2:29 AM, Casey Duncan ca...@pandora.com
wrote:
Surface.fill_multi and Surface.blit_multi would be awesome for
particle
effects, in fact I could take good advantage of them in Lepton
right now to
make the pygame
Any reason to not follow the pep-8 naming convention for methods, i.e.:
v.get_distance_to()
instead of:
v.getDistanceTo()
or maybe even (the get seems a little superfluous):
v.distanceto()
Other pygame modules seem to use the pep-8 convention, would be a
shame to break the nice
On Apr 27, 2009, at 4:28 PM, Brian Fisher wrote:
I don't see a 3 element vector type being useful from a pygame
perspective. What pygame api anywhere even takes 3 element lists
aside from colors? (which already have a special struct type thing)
I'd have to disagree with this myself, since
On Apr 27, 2009, at 6:16 PM, René Dudfield wrote:
Would be nice if the vectors storage of things could be anything
underneath. This would be useful to allow them to use pygame.Rect
or numpy.array underneath. This means they can refer to a batch of
vectors, but also operate only on a
I have found this to be generally true as well, and storing a large
number of individual vector objects to be operated on in a batch
performs poorly regardless of implementation language. As an example,
for Lepton I coded a controller object which looped over a large
number of particles to
fwiw, with pyglet you don't need PyOpenGL, it has it's own OpenGL
wrapper with some nice abstractions build on top (mostly for 2D
stuff), an event system, and support for multiple windows, etc. Plus
it's also pure-python, which is nice since you just can distribute it
with your app code.
Either that or just *gasp* download the sources and compile it
yourself ;^)
-Casey
On Apr 15, 2009, at 11:21 AM, Evan Kroske wrote:
Hmmm... I have been having a suspicious amount of python
installation problems. I gave up on Django installation after I
couldn't get the python egg to
With the emphasis these days on batch operations (VBOs, etc) and doing
more and more of the work on the video card itself via shaders, I
seriously doubt that the bottleneck of a well-written, modern PyOpenGL
application will be the ctypes overhead. The only time I could see
that could be
It is again my pleasure to announce the latest version of the Lepton
particle engine for Python. Some important new features, bug fixes and
examples are in this new release, and I encourage you to check it out.
Here's the lowdown from the change list:
- Fix reference leaks in particle
On Mar 12, 2009, at 6:22 PM, Toni Alatalo wrote:
Marcus von Appen kirjoitti:
On, Thu Mar 12, 2009, Iuri wrote:
In the wiki we have 2DVectorClass and 3DVectorClass classes. Why
these
They are good, but in Python, making them slower than a good and
robust
C implementation.
I wonder if
That's not an error, just a a warning that happens because the current
stable release of pygame (1.8) uses the older MacOS apis. I think this
has been addressed in the not yet released pygame 1.9, but regardless
it doesn't prevent pygame from working.
So if there is a problem with the code
Immediate mode calls (glVertex et al) are the very slowest way to use
OpenGL. In fact they are deprecated in OpenGL 3.0 and will eventually
be removed.
The display list is better as you discovered, but you still are making
a few OpenGL state changes per sprite, which is likely slowing you
You might try losing the clock.tick_busy_loop(60), I found on MacOS X
that I would get tearing frequently if I throttled the framerate
arbitrarily, might help on X-win too. Since this is just busy-waiting
anyway it might even use less cpu without it, regardless it shouldn't
use more.
If you found the tutorials wanting then you absolutely should improve
them or write a better one! I can guarantee that saying We should...
will not make things better, but you can!
-Casey
On Feb 9, 2009, at 11:15 AM, Frozenball wrote:
I disagree. When I started using Pygame, I found most
On Jan 27, 2009, at 3:36 PM, Yanom Mobis wrote:
is it easier to make the game tile-based?
Probably, but it really depends on the details.
if I make every pixel a node, and there are 2 obstacles really close
together, how will I make sure something 20 pixels wide doesn't
try to go
On Jan 27, 2009, at 4:48 PM, Yanom Mobis wrote:
my game is 2d, but probably not tile-based.
Ok, in that case a rectangle with a width equal to the frontal width
of the thing parallel to the path will do. Or you could march a
rectangle or circle down the candidate path to check for
3D)
On Thu, Jan 22, 2009 at 11:58 PM, Jake b ninmonk...@gmail.com wrote:
Still confused on the difference between complex and euclid.Vector2
[ doc:
http://www.partiallydisassembled.net/euclid/vector-classes.html ]
On Wed, Jan 21, 2009 at 9:24 PM, Casey Duncan ca...@pandora.com
wrote:
Here's
)
...... def __iter__(self):
... return iter((self.real, self.imag))
...
v = vector2(1.0, 3.0)
v[0]
1.0
v[1]
3.0
v[2]
Traceback (most recent call last):
File stdin, line 1, in module
File stdin, line 8, in __getitem__
IndexError: index out of range 0..1
(x, y) = v
x
1.0
y
3.0
Casey
Others have made good suggestions about reducing the amount of work
you do detecting collision (i.e., partitioning) and using complex
numbers instead of euclid for 2d vectors. The latter made a big
performance difference for me in a vector-heavy game I was working on.
If you don't want to
On Jan 21, 2009, at 7:28 PM, Jake b wrote:
First:
Thanks everyone for all the replies.
Lots of useful information.
On Wed, Jan 21, 2009 at 11:11 AM, Casey Duncan ca...@pandora.com
wrote:
Others have made good suggestions about reducing the amount of work
you do detecting collision (i.e
http://www.pygame.org/docs/ref/display.html#pygame.display.flip
-Casey
On Jan 11, 2009, at 8:07 AM, Yanom Mobis wrote:
what's the difference between pygame.display.update() and
pygame.display.flip() ?
--- On Sat, 1/10/09, Thiago Chaves shundr...@gmail.com wrote:
From: Thiago Chaves
8, 2009 at 12:34 AM, Casey Duncan ca...@pandora.com
wrote:
Probably possible, but it would likely require coding a new renderer
that draws via the X windows api. If someone coded something like
that up, I'd gladly include it.
-Casey
On Jan 7, 2009, at 10:23 PM, Clinton Lee Taylor wrote
On Jan 8, 2009, at 5:14 PM, The Music Guy wrote:
By the way, do you have your code in a repo somewhere? I'd be
interested in checking it out.
I don't have anything online yet. Until just now the most I've ever
revealed about
this project were various questions on #python. When
Muhahahaha!
Good one! Might be easier just o bundle Linux with it though... ;^)
-Casey
On Jan 7, 2009, at 4:21 PM, Yanom Mobis wrote:
Not sure how it's done, but you could bundle Xwindows with your
program.
--- On Wed, 1/7/09, René Dudfield ren...@gmail.com wrote:
From: René Dudfield
funky
effects to one of the many Linux Windows Managers?
2009/1/8 Casey Duncan ca...@pandora.com
I'm pleased to announce the 0.8 alpha release of Lepton, a high-
performance, pluggable particle engine and API for Python. It is
designed for creating graphical special effects for games or other
On piece of advice I have is to create actual games with the system as
early as possible, especially before the apis and features have
completely solidified. It's very helpful to point out awkward or
missing parts of the system.
-Casey
On Jan 6, 2009, at 4:23 PM, The Music Guy wrote:
On Jan 1, 2009, at 11:44 AM, Joe Strout wrote:
Still, I'd love to see somebody borrow the Shootorial resources and
basically translate that tutorial into Python/PyGame. This would
give us a really nice side-by-side comparison, in terms of both
development effort and performance
That
I'm pleased to announce the 0.7 alpha release of Lepton, a high-
performance, pluggable particle engine and API for Python. It is
designed for creating graphical special effects for games or other
visual applications. The engine is designed to be very flexible and
does not rely on any other
On Dec 11, 2008, at 8:48 PM, Brian Fisher wrote:
[..]
...In fact, I think a reasonable thing for pygame to do is say you
want support for 2.3? then here's an installer for 1.8.1, we kept it
around just for you.
I think this is the right way to approach this. You need to use an old
version
Using rotozoom should give decent quality. It does a filtered (i.e.,
antialiased) rotation.
-Casey
On Dec 7, 2008, at 11:03 PM, Charlie Nolan wrote:
I've got kind of an odd problem: I need to be able to display text at
an angle. I just spent the past %(FAR_TOO_MANY)s hours trying to find
a
On Oct 31, 2008, at 1:21 PM, Michael Fiano wrote:
On Fri, 31 Oct 2008 06:13:15 -0400
Michael Fiano [EMAIL PROTECTED] wrote:
Right now if you are holding a directional key to move, and you press
a different directional key at the same time, the player will stop,
instead of changing directions.
On Oct 14, 2008, at 11:01 AM, Knapp wrote:
Looks very interesting. I like your air bike. Are you going to change
the textures to make them look better or do you want to keep the ones
you have?
I think the textures are adequate for now, switching them out is
trivial and as I mentioned I
On Oct 14, 2008, at 1:25 AM, Knapp wrote:
I think you are talking about something very similar to texture
splatting,
described in excellent detail here:
[..]
of time for each texture tile.
Does this make more sense now?
Sure, using texture splatting would give a bit more of a
On Oct 11, 2008, at 2:48 PM, Knapp wrote:
I do a lot of work in Blender3d and very often I make textures by
using 3 textures of different sizes. One is the basic look, say a
square of grass. Then the next to are blurry cloud like shadow things.
The last is used for the normals but all that
On Oct 1, 2008, at 2:01 PM, 110110010 wrote:
Hello.
I am a newbie to OpenGL and I wonder if i can use blended and not-
blended objects in one moment. Can you tell me how?
In general blending is either on or off, but with blending on, the
alpha color value (either via a material color or
On Sep 5, 2008, at 10:26 PM, Campbell Barton wrote:
from talking to the python guys sandboxing python is easy if you use
the C api to overwrite builtins.
(sandboxing issues arise from trying to sandbox python from within
python)
You'd need to replace pythons import function with one that
On Sep 4, 2008, at 12:12 PM, Ian Mallett wrote:
On Thu, Sep 4, 2008 at 8:15 AM, kschnee [EMAIL PROTECTED] wrote:
On a dissenting note, I'm one of those deviants who names functions
with
CamelCase, on the theory that lc_with_underscores confuses functions
and
variables.
Me as well--only I
On Sep 3, 2008, at 12:02 PM, Pedro Vieira wrote:
Hi.
I'm wanting to play a movie when I start my game, but I'm having a
problem at playing a video in pygame. I already used pygame.movie
and pymedia to do that, but they didn't work.
The pygame.movie only supports MPEG1 encode, and the
Funny, it told me the name should be: Fulbert Youlou
I think yours is a bit more catchy though ;^)
-Casey
On Aug 20, 2008, at 12:28 PM, Noah Kantrowitz wrote:
In the interest of seeing this discussion come to an end, I have
used the
age old technique of the random article button on
(I didn't see this come through, so I'm sending it from my other
address, apologies if it's a dupe)
I'm pleased to announce the 0.6 alpha release of Lepton, a
high-performance, pluggable particle engine and API for Python.
Although it is still under development, a critical mass of features
are
I would make the argument that this assertion was broken from the
start. Did pygame ever guarantee that it would be a tuple? Would be
better to check if its a sequence, maybe something like:
try:
tuple(x)
except TypeError:
# Not a sequence
else:
# A sequence
(the biggest problem
On Aug 5, 2008, at 12:24 AM, Ian Mallett wrote:
#World
HeightMapTexture,HeightMapSurface = LoadSurfaceTexture('Data/
Landscapes/'+World+'/HeightMap.png',Surface=True,filter=False)
WorldTexture = LoadSurfaceTexture('Data/Landscapes/'+World+'/
Texture.png')
dlSeaBed = glGenLists(1)
On Aug 5, 2008, at 11:28 AM, Ian Mallett wrote:
Again, I don't know how to do VBOs (just vertex arrays which aren't
widely supported), and I am already loading the array from
precomputed data stored on the hard drive.
I think you have it backwards, vertex arrays are widely supported
On Aug 4, 2008, at 12:53 PM, Ian Mallett wrote:
Exactly, no. In OpenGL, surfaces must be made out of flat 2D
polygons. To interpolate a single pixel, I think five steps would
be minimally acceptable. That changes one quad into 25. My current
heightmap is 257x257 pixels = 256x256 =
On Jul 31, 2008, at 7:44 PM, Ian Mallett wrote:
I understand the difference between float and integer division, my
point was that being forced to doing it the long way above is bad.
Ian
It's hard to tell what you mean by above, you didn't quote the
message ;^)
My point was nobody was
On Jul 30, 2008, at 4:35 AM, Knapp wrote:
On Wed, Jul 30, 2008 at 10:48 AM, DR0ID [EMAIL PROTECTED] wrote:
Hi
I think Perlin noise exist already for python, unless you really
want to do it by yourself.
Here is one I know of: http://code.google.com/p/caseman/downloads/list
There are
On Jul 30, 2008, at 11:08 AM, Knapp wrote:
[..]
One of the links I posted talked about the 3d+ Speed problems and
how to fix them. Have you see that yet?
I had seen that before. The gradient optimization mentioned is really
only applicable to classic Perlin noise. The Perlin Improved
On Jun 10, 2008, at 12:24 AM, Terry Hancock wrote:
What's the best way to do (exact) 90-degree rotations in PyGame?
There aren't many options, so I suspect pygame.transform.rotate() is
the best way. Have you tried it for your application?
If that isn't fast enough, your next best option
I'm not a license expert (intentionally), but I'm not not sure the
LGPL makes much sense as a documentation license since you can't
really link to documentation (not in the binary linking sense anyway,
web links notwithstanding). So the distinction between LGPL and GPL
for documentation is
On Apr 18, 2008, at 9:23 AM, Ian Mallett wrote:
OK, my point here is that if C languages can do it, Python should be
able to too. I think all of this answers my question about why it
isn't...
C can do what? C is, at best, a constant time improvement in
performance over python. A bad
On Apr 18, 2008, at 1:31 PM, Michael George wrote:
True, although that constant is often on the order of 20, and 40 FPS
is a lot different than 2FPS.
--Mike
Casey Duncan wrote:
On Apr 18, 2008, at 9:23 AM, Ian Mallett wrote:
OK, my point here is that if C languages can do it, Python should
On Apr 16, 2008, at 6:36 PM, Ian Mallett wrote:
Recently, I've been having issues in all fortes of my programming
experience where Python is no longer fast enough to fill the need
adaquately. I really love Python and its syntax (or lack of), and
all the nice modules (such as PyGame) made
On Apr 17, 2008, at 11:59 AM, Ian Mallett wrote:
[..]
This is precisely the problem I have run into in one of my in-dev
games--iterating over large arrays once per frame. Actually, it is
basically a collision detection algorithm--I have two arrays, both
containing 3D points. The points
On Apr 17, 2008, at 12:15 PM, Casey Duncan wrote:
Note ode already implements efficient 3D collision detection in
naive code, I believe pymunk does this for 2D. pyode is a python
wrapper for ode.
heh, I meant to say native code 8^)
-Casey
On Apr 17, 2008, at 12:26 PM, Ian Mallett wrote:
On Thu, Apr 17, 2008 at 12:15 PM, Casey Duncan [EMAIL PROTECTED]
wrote:Note this is not the most efficient way to do this, using a
partitioned space you may be able to avoid comparing most points
with one another most of the time. To do
On Apr 11, 2008, at 3:46 PM, David Muffley wrote:
Is there some case where blitting a surface on itself might be desired
or necessary? If not, I'll add a simple check that tests the passed
surface on equality and let blit() throw an exception, if both are the
same.
Regards
Marcus
For scrolling
On Mar 25, 2008, at 1:29 PM, Ian Mallett wrote:
Cool! Does this work for self-shadowing?
Sorry, no, but you could use the shadow volumes technique to achieve
this:
http://www.3ddrome.com/articles/shadowvolumes.php
-Casey
On Mar 26, 2008, at 12:28 AM, Casey Duncan wrote:
On Mar 25, 2008, at 1:29 PM, Ian Mallett wrote:
Cool! Does this work for self-shadowing?
Sorry, no, but you could use the shadow volumes technique to
achieve this:
You could also use depth mapping:
http://www.paulsprojects.net/tutorials
On Mar 23, 2008, at 10:49 PM, Ian Mallett wrote:
This particular instance is interesting, as I want to use shadows
for an outdoor scene with directional lighting. I just need the
shadows in a small area right around the camera, but they must be
very high resolution. The ground,
On Mar 13, 2008, at 4:12 PM, René Dudfield wrote:
Hello,
I found some things to improve the quality of the shadow mapping, and
written in more comments.
http://rene.f0o.com/~rene/stuff/shadows_rd.zip
It also by default uses a polygon as a floor, and a teapot from GLUT.
There's a constant at
On Mar 12, 2008, at 7:54 AM, kschnee wrote:
long1 = water is wet
long2 = water is wet
long1 is long2
False
short1 = water
short2 = water
short1 is short2
True
This really surprises me! I hadn't known about these automatic
optimizations. Yes, I know that == != is, but the rest of it is
On Mar 12, 2008, at 1:06 PM, Ian Mallett wrote:
Hmm.
This might be associated with another problem I've been having.
NOT really tried--not near a python interpreter...
If I have something like:
x = [1,2,3,4,5,6]
y = x
then changes to y change x.
That statement is a big misleading, it implies
On Mar 9, 2008, at 10:58 AM, Richard Goedeken wrote:
Brian Fisher wrote:
If were going to have something like that (a warping function) in
PyGame, I would definitely want it to use anti-grain-geometry
(http://antigrain.com ) rather than use a newly coded up function.
AGG
has been around
On Mar 9, 2008, at 10:58 AM, Richard Goedeken wrote:
Brian Fisher wrote:
If were going to have something like that (a warping function) in
PyGame, I would definitely want it to use anti-grain-geometry
(http://antigrain.com ) rather than use a newly coded up function.
AGG
has been around for
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