Re: [pygame] News: SDL 1.3 is now under the zlib licence.

2011-04-10 Thread Casey Duncan
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

Re: [pygame] Using reStructuredText for document sources

2011-03-03 Thread Casey Duncan
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

Re: [pygame] GSoC

2011-02-07 Thread Casey Duncan
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

Re: [pygame] GSoC

2011-02-07 Thread Casey Duncan
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

Re: [pygame] bit operations

2010-10-04 Thread Casey Duncan
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

Re: [pygame] frame independant movement

2010-08-27 Thread Casey Duncan
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

Re: [pygame] using pil to covert rgb into grayscale

2010-04-29 Thread Casey Duncan
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 =

Re: [pygame] Pygame, PyOpenGl, and py2exe, OH MY!

2010-04-22 Thread Casey Duncan
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

Re: [pygame] sprite module optimizations have been uploaded

2010-04-19 Thread Casey Duncan
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

Re: [pygame] sprite module optimizations have been uploaded

2010-04-18 Thread Casey Duncan
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

Re: [pygame] blit speedup

2010-03-28 Thread Casey Duncan
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

Re: [pygame] problem installing pygame on osx for python2.6

2010-03-22 Thread Casey Duncan
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

Re: [pygame] PyGame Error

2010-03-05 Thread Casey Duncan
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

[pygame] PyGameSF meetup Tuesday March 2nd 6pm @ the strong room in the Main San Francisco Public Library (Tomorrow)

2010-03-01 Thread Casey Duncan
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

Re: [pygame] frame independant movement

2010-02-03 Thread Casey Duncan
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

Re: [pygame] Rotation Performance

2010-01-20 Thread Casey Duncan
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

Re: [pygame] Collisions + tiledtmxloader?

2010-01-01 Thread Casey Duncan
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

Re: [pygame] Ncurses RTS?

2009-12-07 Thread Casey Duncan
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,

Re: [pygame] Font-Related Segfault

2009-11-23 Thread Casey Duncan
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

Re: [pygame] State of the math branch

2009-11-16 Thread Casey Duncan
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

Re: [pygame] State of the math branch

2009-11-16 Thread Casey Duncan
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

Re: [pygame] State of the math branch

2009-11-16 Thread Casey Duncan
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

Re: [pygame] 10 bits per color

2009-10-01 Thread Casey Duncan
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

Re: [pygame] Scrolling

2009-08-03 Thread Casey Duncan
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,

Re: [pygame] Scrolling

2009-08-03 Thread Casey Duncan
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

Re: [pygame] Pygame games run slowly :(

2009-07-30 Thread Casey Duncan
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.

Re: [pygame] opengl from python - drawing wireframe shape colours and contour in the same time

2009-07-27 Thread Casey Duncan
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

Re: [pygame] This one baffles me

2009-05-17 Thread Casey Duncan
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

Re: [pygame] vector type: mutable or immutable

2009-05-04 Thread Casey Duncan
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

Re: [pygame] pygame 2001-2009(8 years), 1100+ projects at super speed.

2009-05-01 Thread Casey Duncan
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

Re: [pygame] vector type: mutable or immutable

2009-05-01 Thread Casey Duncan
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:

Re: [pygame] starting the rewrite

2009-05-01 Thread Casey Duncan
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

Re: [pygame] starting the rewrite

2009-05-01 Thread Casey Duncan
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:

Re: Surface batch methods... Re: [pygame] API draft for vector type

2009-04-29 Thread Casey Duncan
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

Re: [pygame] API draft for vector type

2009-04-28 Thread Casey Duncan
. 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

Re: [pygame] API draft for vector type

2009-04-28 Thread Casey Duncan
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.

Re: [pygame] API draft for vector type

2009-04-28 Thread Casey Duncan
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

Re: [pygame] API draft for vector type

2009-04-27 Thread Casey Duncan
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

Re: [pygame] API draft for vector type

2009-04-27 Thread Casey Duncan
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

Re: [pygame] API draft for vector type

2009-04-27 Thread Casey Duncan
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

Re: [pygame] API draft for vector type

2009-04-27 Thread Casey Duncan
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

Re: [pygame] C/C++ and Python

2009-04-20 Thread Casey Duncan
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.

Re: [pygame] PGReloaded installation problems

2009-04-15 Thread Casey Duncan
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

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-17 Thread Casey Duncan
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

[pygame] Lepton particle engine 0.9a released

2009-03-15 Thread Casey Duncan
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

Re: [pygame] Google Summer of Code participation

2009-03-12 Thread Casey Duncan
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

Re: [pygame] Pygame trouble on the Mac

2009-03-08 Thread Casey Duncan
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

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-26 Thread Casey Duncan
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

Re: [pygame] Options for smooth-scrolling in X-Windows

2009-02-23 Thread Casey Duncan
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.

Re: [pygame] Very beginner level question

2009-02-09 Thread Casey Duncan
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

Re: [pygame] Pathfinding

2009-01-27 Thread Casey Duncan
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

Re: [pygame] Pathfinding

2009-01-27 Thread Casey Duncan
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

Re: [pygame] fast sqrt? and profiling

2009-01-23 Thread Casey Duncan
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

Re: [pygame] fast sqrt? and profiling

2009-01-23 Thread Casey Duncan
) ...... 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

Re: [pygame] fast sqrt? and profiling

2009-01-21 Thread Casey Duncan
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

Re: [pygame] fast sqrt? and profiling

2009-01-21 Thread Casey Duncan
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

Re: [pygame] screen.fill() not working

2009-01-11 Thread Casey Duncan
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

Re: [pygame] Lepton particle engine 0.8a released

2009-01-08 Thread Casey Duncan
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

Re: [pygame] Working on Retro 80s Game SDK, Looking for general support

2009-01-08 Thread Casey Duncan
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

Re: [pygame] Pygame in Linux without X Windows

2009-01-07 Thread Casey Duncan
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

Re: [pygame] Lepton particle engine 0.8a released

2009-01-07 Thread Casey Duncan
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

Re: [pygame] Working on Retro 80s Game SDK, Looking for general support

2009-01-06 Thread Casey Duncan
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:

Re: [pygame] can PyGame mime KongregateLab's Shoot tutorial game?

2009-01-01 Thread Casey Duncan
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

[pygame] Lepton particle engine 0.7a released

2008-12-28 Thread Casey Duncan
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

Re: [pygame] Do we still need Python 2.3 support from Pygame?

2008-12-12 Thread Casey Duncan
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

Re: [pygame] Text at an angle

2008-12-07 Thread Casey Duncan
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

Re: [pygame] my rpg game (so far)

2008-10-31 Thread Casey Duncan
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.

Re: [pygame] Blended tile systems

2008-10-14 Thread Casey Duncan
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

Re: [pygame] Blended tile systems

2008-10-14 Thread Casey Duncan
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

Re: [pygame] Blended tile systems

2008-10-13 Thread Casey Duncan
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

Re: [pygame] [OPENGL]Combining blended and unblended scenes

2008-10-01 Thread Casey Duncan
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

Re: [pygame] pygame web plugin

2008-09-05 Thread Casey Duncan
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

Re: [pygame] Question - Comparing strings

2008-09-04 Thread Casey Duncan
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

Re: [pygame] problem - playing a movie in pygame

2008-09-03 Thread Casey Duncan
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

Re: [pygame] PyGameDB coming along well

2008-08-20 Thread Casey Duncan
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

[pygame] Lepton particle engine 0.6a released

2008-08-18 Thread Casey Duncan
(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

Re: [pygame] pgu broken with pygame 1.8.1release ? - patch for one bug(crash)

2008-08-15 Thread Casey Duncan
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

Re: [pygame] Old pygame tutorial not working

2008-08-05 Thread Casey Duncan
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)

Re: [pygame] Old pygame tutorial not working

2008-08-05 Thread Casey Duncan
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

Re: [pygame] Old pygame tutorial not working

2008-08-04 Thread Casey Duncan
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 =

Re: [pygame] Python 3.0 to be backwards incompatible ?

2008-07-31 Thread Casey Duncan
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

Re: [pygame] Perlin Noise Function

2008-07-30 Thread Casey Duncan
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

Re: [pygame] Perlin Noise Function

2008-07-30 Thread Casey Duncan
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

Re: [pygame] Fast simple transposition (90-degree rotation)?

2008-06-10 Thread Casey Duncan
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

Re: [pygame] pygame documentation license

2008-05-21 Thread Casey Duncan
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

Re: [pygame] Python and Speed

2008-04-18 Thread Casey Duncan
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

Re: [pygame] Python and Speed

2008-04-18 Thread Casey Duncan
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

Re: [pygame] Python and Speed

2008-04-17 Thread Casey Duncan
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

Re: [pygame] Python and Speed

2008-04-17 Thread Casey Duncan
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

Re: [pygame] Python and Speed

2008-04-17 Thread Casey Duncan
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

Re: [pygame] Python and Speed

2008-04-17 Thread Casey Duncan
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

Re: [pygame] BUG: segfault when blitting surface to itself

2008-04-11 Thread Casey Duncan
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

Re: [pygame] shadow demo

2008-03-26 Thread Casey Duncan
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

Re: [pygame] shadow demo

2008-03-26 Thread Casey Duncan
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

Re: [pygame] shadow demo

2008-03-25 Thread Casey Duncan
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,

Re: [pygame] shadow demo

2008-03-14 Thread Casey Duncan
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

Re: [pygame] Sticky Variables: Terrain Loading

2008-03-12 Thread Casey Duncan
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

Re: is != == (Re: [pygame] Sticky Variables: Terrain Loading)

2008-03-12 Thread Casey Duncan
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

Re: [pygame] New transformations for future Pygame releases

2008-03-09 Thread Casey Duncan
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

Re: [pygame] New transformations for future Pygame releases

2008-03-09 Thread Casey Duncan
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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