Personally I think PyGame is a wonderful API for building any sort of
complex animation that is secondary to pure 3D.
For example, building beautiful animated menus, or sub-games, or simply
handling I/O, it fits like a glove.
Olof Bjarnason wrote:
Sorry for the attention-starving subject
Quoting Dave LeCompte (really) [EMAIL PROTECTED]:
René Dudfield [EMAIL PROTECTED] wrote:
Yeah, another good idea. I was thinking the same thing just today.
I'll have to add a user option for emails too... something like 'don't
email me'. Also there'd have to be a limit on the amount
Yeah I see your problem -
You want to clearly differentiate between 'hardware' events and 'Events' in
general.
And the double-queue method IS probably the purest way, but its double-handling.
Hmmm...
Quoting Kris Schnee [EMAIL PROTECTED]:
In revisiting my interface code, in light of what
increasing the FPS when drawing lots of identical sprites.
It ended up being the only optimization I needed.
-Jasper
Gives you an idea of the hoops game-houses go through to squeeze every drop of
performance out of big scenes, eh!
Jon
thread-safety issues with modules for now, the other threads only use my
modules).
Or a different command interpreter, if there is one?
Regards
Jon
Come and visit Web Prophets Website at http://www.webprophets.net.au
Excellent work Phil, a subject close to my own heart/brain.
Jon
Quoting Phil Hassey [EMAIL PROTECTED]:
Hey,
I spent some time today working on building a safe_eval function that would
make it safe to run user submitted bots in games (Galcon, being that game
;)
http
are pythonauts too.
Jon
Quoting Greg Ewing [EMAIL PROTECTED]:
Aaron Maupin wrote:
There may be a Pygame GUI library that fakes menus, but on the Mac menus
aren't part of the app window, instead they're separate and at the top
of the screen (as far as I remember). Unlike wxPython or other
gold info in
the past about doing deep stuff in OS X.
Jon
Quoting Nathan [EMAIL PROTECTED]:
On 2/11/07, JoN [EMAIL PROTECTED] wrote:
You know I could _swear_ I'd seen a python API for talking to Aqua's menu
systems. Take a look on the Apple site forums, or even the Darwin lists
maybe
Hey Nathan!
Check this out:
http://developer.apple.com/graphicsimaging/pythonandquartz.html
(I just did a google then on: python os x).
Jon
Quoting Nathan [EMAIL PROTECTED]:
On 2/11/07, JoN [EMAIL PROTECTED] wrote:
You know I could _swear_ I'd seen a python API for talking to Aqua's
OS X.
-bob
On 2/11/07, JoN [EMAIL PROTECTED] wrote:
Hey Nathan!
Check this out:
http://developer.apple.com/graphicsimaging/pythonandquartz.html
(I just did a google then on: python os x).
Jon
Quoting Nathan [EMAIL PROTECTED]:
On 2/11/07, JoN [EMAIL PROTECTED
opens up an
MSwindows like vista (sic) of virus vectors.
Generally when you've got an excellent scripting language already, and lets'
face it Python is the Best (:)), re-inventing the wheel is not something you
want to do!
Jon
Quoting Brandon N [EMAIL PROTECTED]:
Hello all
soon you find yourself wondering Gee, I've basically re-written
something that already exists and works better than what I've done anyway.
Been there! Done that!
My 2c! :)
Jon
Quoting Brian Fisher [EMAIL PROTECTED]:
On 12/18/06, JoN [EMAIL PROTECTED] wrote:
Generally when you've got
to apply an access model to it?
Particularly in a PyThreads environment, which is what I'm looking at.
Guess this is well off-topic for pygame but thought I'd throw some petrol on the
fire.
Jon
Quoting Brandon N [EMAIL PROTECTED]:
I've been reading up on perspective broker since you emailed
If this list is archived online then that should be sufficient.
Most forum software is very annoying to use, though there are some exceptions.
Jon
Quoting Jakub Piotr CÅapa [EMAIL PROTECTED]:
Could you please stop this?!
Two sentences should suffice so what's the point of this whole
I'll start the deluge by saying:
Easiest place to start is to rip off an existing game engine and get a feel for
how it works.
Jon
Quoting Lamonte(Scheols/Demonic) [EMAIL PROTECTED]:
Im trying to start a simple game that is basically an RPG type game.
So a sprite can travel around land etc
I'll let some others field that one (guys?) - I'm more an OpenGL person than a
qualified Pygame person at present.
Jon
Quoting Lamonte(Scheols/Demonic) [EMAIL PROTECTED]:
Do you know of any game sources that does this? that I can look at.
On 12/17/06, JoN [EMAIL PROTECTED] wrote:
I'll
Psyco ?
Quoting Farai Aschwanden [EMAIL PROTECTED]:
I cant remember where I heard/read that. It was a speech about a
project that would allow to bind/compile Python code and the big
thing was to optimize it to make it faster running. With the
disadvantage to bind it on a OS after
A true heroic failure :)
Quoting Shandy Brown [EMAIL PROTECTED]:
If anyone wants to see a horror from 1997, check this Javascript RPG out:
http://sjbrown.users.geeky.net/game/dungeon.html
sjbrown
On Sun, 26 Nov 2006, Kris Schnee wrote:
Farai Aschwanden wrote:
If I understand
Quoting Jonah [EMAIL PROTECTED]:
Hey- the new guy again. I was trying to load an image for a simple
game and when I got to the
pygame.image.load('ball.gif')
it said it can't load the image.
Any ideas?
Is the ball.gif file in the same directory as you are running the program from?
Jon
Beautiful :)
I'm not going to be around till Tuesday so I'll read this in detail later.
Jon
Quoting Kris Schnee [EMAIL PROTECTED]:
Nice screenshot. Is that multiple runs of the terrain generator tiled, or
one run?
Thanks. The screenshot is one run of another program making
By the way -
Given the same input parameters will it generate the same terrain every time, or
is it random ?
Jon
Quoting Simon Oberhammer [EMAIL PROTECTED]:
Nice screenshot. Is that multiple runs of the terrain generator tiled, or
one run?
One run, i tried it
lg
simon
Quoting Richard Jones [EMAIL PROTECTED]:
On Friday 27 October 2006 12:01, JoN wrote:
Given the same input parameters will it generate the same terrain every
time, or is it random ?
The OP said using procedural generation so that the landscapes are random
but
consistent from session
libGL.so.1 - that should be right shouldn't it ?
Jon
Quoting JoN [EMAIL PROTECTED]:
Quoting Alex Holkner [EMAIL PROTECTED]:
JoN wrote:
I have a glreport.py that I cooked up and it appears I'm getting all the
goodies.
The nvidia driver installed nicely and seems to have replaced
NVS 285/PCI/SSE2
GL_VERSION: 2.0.2 NVIDIA 87.74
...and then a log list of extensions.
So, dunno what the slowdown is, but by default I blame Fedora for everything and
thats usually right :)
Alex.
Spheres!
Jon
Come
the system working reliably, look for the points of slowdown.
The worst case is that you may have to write a C module to handle some specific
hardware interactions - but with the way the OpenGL access from Python is going
that's going to be a rare requirement.
Jon
Quoting Bob Ippolito [EMAIL
Thanks Greg, yeah i'm pretty sure its the viewing angle.
Quoting Greg Ewing [EMAIL PROTECTED]:
JoN wrote:
the
perspective of the teapot is strange, it seems a bit 'fisheye' as it
rotates
around, almost allowing both the spout and the handle to hide behind the
body of
the pot together
texturing quads using python opengl.
However, I am new to ctypes, which does really look like the way to go.
Jon
Quoting Simon Wittber [EMAIL PROTECTED]:
On 10/17/06, JoN [EMAIL PROTECTED] wrote:
Hi Simon
An example of how to get texturing happening in GLSL, using Python ctypes
Hello
Any chance that these excellent demos:
http://www.pygame.org/wiki/GLSLExample
- could possibly be supported with a Texturing example in GLSL using python
ctypes?
I'm floundering a bit here.
Best regards
Jon
Come
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