Re: [pygame] physics engine?

2009-06-24 Thread Peter Gebauer
Heya! It was really too bad that the gsoc project wasn't really finished. It didn't need to be a full 2D physics engine like Chipmunk or Box2D, but in it's current state it is lacking some basic, mandatory features to be useful. I think the collision part should be rewritten to be a part of the

Re: [pygame] PyGame and SVG

2009-05-06 Thread Peter Gebauer
Hi! I'm not sure, but maybe something like OpenVG would be useful? http://www.khronos.org/openvg/ Once you have a OpenVG implementation for SDL/PyGame you have a complete and free API to do vector graphics for games, UI's and what not with (potentially) hardware acceleration specifically for

Re: [pygame] pygame.midi

2009-05-01 Thread Peter Gebauer
, Peter Gebauer peter.geba...@stockholm.bostream.se wrote: Hello! I recently wrote an application for configuration of Akai's USB EWI and I used PyAlsa's (Python extension of Alsa) sequencer API. After tracking down and fixing at least three bugs (most of which concerning segfaults

Re: [pygame] PyGame Website Rewrite

2009-04-24 Thread Peter Gebauer
Hello! The two main priorities, imho, would be 1) documentation up to date with code 2) a wiki for additional documentation, examples, build instructions on various platforms, etc. The project content could be easily transfered to wiki too. It might not be better than a full database

Re: [pygame] PyOpenGL Release 3.0.0 (final)

2009-04-02 Thread Peter Gebauer
Hi Mike! Will PyOpenGL 3.x be rewritten in the future to use SWIG, Pyrex or Python extensions written in C to improve performance? Is there a possibility of mixing ctypes with Python extensions in C for the more critical parts? /Peter On 2009-04-01 (Wed) 17:48, Mike C. Fletcher wrote: PyOpenGL

Re: [pygame] PHP/MySQL high score server with Python library

2009-03-30 Thread Peter Gebauer
Hi! Check out things like XMLRPC. As for the backend server, it's up to the game developer to implement, they can use anything which is way better than locking Python game developers up with PHP and MySQL. Not to mention the fact that online statistics may vary greatly from game to game, I don't

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-19 Thread Peter Gebauer
Hi casey! Yeh, unfortunately, I haven't found any smart ways to use retained mode for 2D graphics engines. Even if you do use VBO's in stream mode you have to update the data every frame, i.e a Python call that makes C calls, all those array structs have to be converted from Python types to C

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-19 Thread Peter Gebauer
:19 AM, Peter Gebauer peter.geba...@stockholm.bostream.se wrote: Hi! I've done a few sprite thingies in OpenGL here are some pointers: Afaik display lists and VBO's can't bind different textures (?) per list/array. You can't animate lists by changing texcoords independently per

Re: [pygame] GSoC: Improved Sprite and scene system

2009-03-19 Thread Peter Gebauer
Hey Erisvaldo! Your first task would be to summarize all the features that people think is a must have for a scene. I think the sprites could be removed from PyGame, just keep the collision code. Rects need to be float, not int, or have two types, int's won't cut it for more advanced collision

Re: [pygame] Weird lag

2009-03-01 Thread Peter Gebauer
How is collision testing done? 200 sprites tested against 200 sprites is a big difference from just testing 2-3 sprites against 200, in particular if you do the iteration in Python. /P On 2009-03-01 (Sun) 08:51, Daniel Mateos wrote: Hey again, In a 2d scroller game im making i seem to get

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-27 Thread Peter Gebauer
Hi! I've done a few sprite thingies in OpenGL here are some pointers: Afaik display lists and VBO's can't bind different textures (?) per list/array. You can't animate lists by changing texcoords independently per element, so no go. VBO's have texture coords, but only one texture. Again, I'm no

Re: [pygame] Name self not defined

2009-02-04 Thread Peter Gebauer
Hi! __new__ returns a new instance of the class while __init__ is simply used to initialize instance variables. Normally you don't bother with __new__ unless you have a particular need (does not happen to often in my experience with Python), some types written in C may require it for deviating

[pygame] Events and X

2009-01-22 Thread Peter Gebauer
Hi guys! I was writing a quick test that use pygame.key.get_pressed, but had had no window and the keys won't get updated. After browsing the source code for the various event implementations under src/video and looking at the X11 code I realized that the code checks for a focused window before

[pygame] Clock.tick() freeze.

2008-12-02 Thread Peter Gebauer
Hi! I've tried googling, but came up with nothing. I'm using the Debian testing (AMD64) version of pygame (1.7.1release-4.2), sometimes when Clock.tick() is called the entire Python process will hang, only SIGKILL will actually stop it. Anybody recognize this bug? Is it fixed in later

Re: [pygame] which Box2D wrapper to use?

2008-11-29 Thread Peter Gebauer
Hey Joe. There are also entirely separate engines to choose from. My experience with Box2D is that it's very Microsoftish, I had to edit the header files before being able to build it. The project is mainly maintained and written through some visual stuff, I don't know what. So, just a heads

Re: [pygame] which Box2D wrapper to use? additional info

2008-11-29 Thread Peter Gebauer
Just wanted to add, I tried Box2D and PyBox2D from SVN trunk, the ladder failed, as do the noobie-style zip-file (Warning! no root directory included) that is the downloadable tarball. Like I said, it's all Windows on this one or major headache. The various buildscripts interpret environment

Re: [pygame] Linux binaries

2008-11-06 Thread Peter Gebauer
, or is it on the python/pygame sites On Wed, Nov 5, 2008 at 8:13 AM, René Dudfield [EMAIL PROTECTED] wrote: yeah, best to use both! Use each tool where it is best at - and get best of both worlds! cu, On Thu, Nov 6, 2008 at 12:53 AM, Peter Gebauer [EMAIL PROTECTED] wrote: Hi

Re: [pygame] Linux binaries

2008-11-05 Thread Peter Gebauer
Hi guys! I agree, just wanted to add that many iterations over trivial code benefits (speed-wise) tremendously from being written in C and accessed in Python, or at least that is my experience. :) Guess you have to weigh it against the added complexity of having to compile C code, maybe for

Re: [pygame] pixel-perfect physics?

2008-10-29 Thread Peter Gebauer
Once the PyGame physics module supports other shapes and collision callbacks it would be easy to first do the regular AABB test and then do a mask collision test. As for the physics, I'm not sure the GSOC project will ever include support for adding custom contact points, etc, but it seems like

Re: [pygame] Physics, collision detection etc?

2008-10-17 Thread Peter Gebauer
Hi Niki! Yes I have, a well a Box2D for Python. Neither or Python extensions and neither will be a permanent part of PyGame. There's already a cool physics module part of PyGame, I'll try to see if we can extend it's API further. /Peter On 2008-10-14 (Tue) 10:59, niki wrote: Peter Gebauer

Re: [pygame] Physics, collision detection etc?

2008-10-11 Thread Peter Gebauer
, maybe even a simple grid will be better for you. cu, On Fri, Oct 10, 2008 at 2:46 AM, Peter Gebauer [EMAIL PROTECTED] wrote: Hello René. The thing is, in a large world spanning 16000x1 pixels that will be a huge mask. Even if I reduce the resolution of the mask alone

Re: [pygame] Physics, collision detection etc?

2008-10-09 Thread Peter Gebauer
to do pixel collision. On Tue, Oct 7, 2008 at 11:21 AM, Peter Gebauer [EMAIL PROTECTED] wrote: Yep, but as I said, I need to find colliding polygons, not pixels. Pixel collision isn't suitable for all purposes, e.g. if you need to find contact normals for physics calculations.

Re: [pygame] Physics, collision detection etc?

2008-10-08 Thread Peter Gebauer
, If the polygons are Surfaces or can be turned into Surfaces, they can be turned into Masks to do pixel collision. Though, I may be misunderstanding what you are trying to do. Nirav On Tue, Oct 7, 2008 at 11:21 AM, Peter Gebauer [EMAIL PROTECTED] wrote: Hey Nirav! Yep, but as I

Re: [pygame] Physics, collision detection etc?

2008-10-08 Thread Peter Gebauer
Hello Ian! Nice code! I was thinking of exposing some of the code Zhang Fan wrote for the physics engine, but as of yet it only handles rectangles. There's plenty of code available on the net, but I feel reluctant to produce yet another Python extension for PyGame. I'll continue to check for

Re: [pygame] Physics, collision detection etc?

2008-10-07 Thread Peter Gebauer
On Mon, Oct 6, 2008 at 11:27 AM, Peter Gebauer [EMAIL PROTECTED] wrote: Hey guys! I've been looking around for various libraries that handle intersection/colliding polygons/line segments, I'm just wondering if/when there will be polygon shapes and additional collision testing functions

[pygame] Physics, collision detection etc?

2008-10-06 Thread Peter Gebauer
Hey guys! I've been looking around for various libraries that handle intersection/colliding polygons/line segments, I'm just wondering if/when there will be polygon shapes and additional collision testing functions that can be used seemlessly with the old rect and mask libraries that already

Re: [pygame] The gsoc project physics engine, some issues?

2008-08-30 Thread Peter Gebauer
Hey all! I wondered if the these two issues will be addressed? 1) The fact that heavy mass objects fall through static objects with low mass. Static objects should probably be treated like inf mass. (it's as if they first hit water and then slowly sink through) 2) Locked joint rotation. There

Re: [pygame] Sprite Code

2008-08-20 Thread Peter Gebauer
Hi! I use a horizontal sheet and just blit a rect with a horizontal offset and then some code to advance through the frames. I was thinking of rewriting my code as a pygame C extension, but I can't find the time. People have all sorts of solutions, but they are all similar so maybe some

Re: [pygame] Physics module status note, more things...

2008-08-18 Thread Peter Gebauer
wrote: Peter Gebauer wrote: In our simple simulation a constant drag force applied in opposite to gravity should be sufficient No, that won't work, because the object will still accelerate indefinitely, or decelerate until it stops completely, whereas it should reach some terminal velocity

Re: [pygame] Physics module status note, more things...

2008-08-17 Thread Peter Gebauer
enhancement outside the scope of simple game creation. /Peter On 2008-08-17 (Sun) 11:40, Greg Ewing wrote: Peter Gebauer wrote: Great point, I was thinking about using the friction attribute to achieve this, but maybe something like viscosity is better to calculate drag? A separate parameter

Re: [pygame] Physics module status note, more things...

2008-08-17 Thread Peter Gebauer
.py), it's a chain simulation with damping of velocity enabled. you can compare it with test4.py. :-) Best wishes Zhang Fan Peter Gebauer [EMAIL PROTECTED] 写道: Sweet! I have a new question as well. :) From the todo: 3. Algorithm For particle simulation *DONE*** What

Re: [pygame] Physics module status note

2008-08-16 Thread Peter Gebauer
en atan (from math) return their values in radians, and sin and tan take their arguments as radians. So using radians is more common than degrees. Conversion is also pretty trivial, using math.radians and math.degrees. Hugo On Fri, Aug 15, 2008 at 6:53 AM, Peter Gebauer [EMAIL PROTECTED

Re: [pygame] Physics module status note, more things...

2008-08-16 Thread Peter Gebauer
Hey Greg! Man, everybody in this list are so responsive, I like it. You'll also want a drag force proportional to the velocity of the body and the immersed volume, to stop it from accelerating indefinitely while submerged, and to damp down oscillations when it's floating on the surface.

Re: [pygame] Physics module status note, more things...

2008-08-16 Thread Peter Gebauer
and 1.0 is a solid) wouldn't be that hard. /Peter On 2008-08-15 (Fri) 15:33, [EMAIL PROTECTED] wrote: Peter Gebauer [EMAIL PROTECTED]: Hi again! Should have waited with my previous post, but here's a few things I don't understand: 1) if the mass of a static body is under 1.0 it behaves

Re: [pygame] Physics module status note

2008-08-15 Thread Peter Gebauer
Hi! Hm, I've been experimenting a bit now and I wonder about the body.rotation, it's using radians. Wouldn't it make more sense to use degrees in the API for all angle values? On 2008-08-14 (Thu) 21:35, Marcus von Appen wrote: On, Thu Aug 14, 2008, Peter Gebauer wrote: [...] Too early

Re: [pygame] Physics module status note, more things...

2008-08-15 Thread Peter Gebauer
Nice reply Marcus! In order to get rid of that, you have to choose matching step times, sizes and the speed for bodies according to your simulation needs - at least as long as there is no CCD algorithm implemented :-). Right. Simulated bouncing is implemented already. The collision energy,

Re: [pygame] Physics module status note

2008-08-14 Thread Peter Gebauer
as I think, there are some more people interested in the status of the physics module (especially Peter :-), Zhang Fan works on, here's a short note about its current state. What has been accomplished so far? * World support is fully implemented * Body support is fully implemented *

Re: [pygame] The gsoc physics module, bug fixing?

2008-08-06 Thread Peter Gebauer
to the community when these basic works have been done. Best wishes Zhang Fan Peter Gebauer [EMAIL PROTECTED] 写道: Hi guys! I noticed a lot has happened, but very little communication here, is everything going alright? :) There's a new test1.py suggesting there would be Python

Re: [pygame] The gsoc physics module, bug fixing?

2008-07-21 Thread Peter Gebauer
, Peter Gebauer wrote: Hi Zhang and Marcus! Thanks for your careful attention to my works :-) I follow your repos updates on a daily basis, it's fun to watch it grow and become a Python module. Perhaps tests can have a separate build target and not link glut/gl

Re: [pygame] The gsoc physics module, bug fixing?

2008-07-10 Thread Peter Gebauer
Hi Zhang and Marcus! Thanks for your careful attention to my works :-) I follow your repos updates on a daily basis, it's fun to watch it grow and become a Python module. Perhaps tests can have a separate build target and not link glut/gl to the physics.so file? /Peter

Re: [pygame] The gsoc physics module, bug fixing?

2008-07-09 Thread Peter Gebauer
when trying to import the physics module. Is it necessary to link glut (or whatever is needed) to test? Or should I just hold my horses and settle down for a while longer? /Peter On 2008-06-29 (Sun) 15:30, Marcus von Appen wrote: On, Sun Jun 29, 2008, Peter Gebauer wrote: Hi Zhang

Re: [pygame] The gsoc physics module, bug fixing?

2008-06-29 Thread Peter Gebauer
Hi Zhang and others! Is it too early to test for bugs? I don't know what method you are using for development, mine is to test every new thing I write and make sure it works before I proceed. Depending on your aproach you may not want bug reports already? Anyway, after calling

Re: [pygame] The gsoc physics module, bug fixing?

2008-06-29 Thread Peter Gebauer
Hi Marcus! OK, I'll hold with the Python API testing. Tell me when. :) /Peter On 2008-06-29 (Sun) 15:30, Marcus von Appen wrote: On, Sun Jun 29, 2008, Peter Gebauer wrote: Hi Zhang and others! [Python wrapper issues] The wrapper implementation is not really started yet, so it's a bit

Re: [pygame] The gsoc project physics engine.(about warnings)

2008-06-24 Thread Peter Gebauer
yet. So, the warnings won't cause errors and troubles. Best wishes Zhang Fan Brian Fisher [EMAIL PROTECTED] 写道: On Sun, Jun 22, 2008 at 4:21 AM, Peter Gebauer [EMAIL PROTECTED] wrote: Yeah, SVN tried merging with the sources I changed, that was the prob. But I'm

Re: [pygame] The gsoc project physics engine.

2008-06-22 Thread Peter Gebauer
Something must be wrong on your side with that. Anything fine here. Yeah, SVN tried merging with the sources I changed, that was the prob. But I'm definately getting warnings. For the unix way of building software. The Python setup seems to work fine though. As for testing, I have no

Re: [pygame] The gsoc project physics engine.

2008-06-21 Thread Peter Gebauer
Hi Richard! We've gone through the details already, pymunk is not a Python extension, but both Zhang and I seem to have had the same idea and share design goals currently outside the scope of pymunk. /Peter On 2008-06-21 (Sat) 11:43, Richard Jones wrote: On Thu, 19 Jun 2008, Peter Gebauer

Re: [pygame] The gsoc project physics engine.

2008-06-21 Thread Peter Gebauer
Hey there! Who currently has write access to the SVN repos? I checked out and tested 1382 just now and aside from failing compile it also yielded plenty of warnings. Do you want me to help clean up? For instance, there was SVN versioning diffs saved to the repos, that's easy to avoid, just

Re: [pygame] The gsoc project physics engine.

2008-06-20 Thread Peter Gebauer
Hi again! I've tried compiling what you've submitted so far, it fails with many errors. For instance, what's with the double typedef's? Are you still just prototyping? Also, I'm writing cmake build scripts to test your code, is anybody else interrested in this or should I use whatever PyGame

Re: [pygame] The gsoc project physics engine.

2008-06-19 Thread Peter Gebauer
python bindings for Chipmunk? http://code.google.com/p/pymunk/ I've only experienced it as http://wiki.laptop.org/go/Pymunx although they use Box2d now: http://elements.linuxuser.at/ Nirav On Thu, Jun 19, 2008 at 12:23 AM, Peter Gebauer [EMAIL PROTECTED] wrote: Hi! I read Zhang

[pygame] Re: 回复 : [pygame] The gsoc project physics engine.

2008-06-19 Thread Peter Gebauer
. API defines and my working progress are on my yahoo blog: http://i.cn.yahoo.com/zhangfanfox/blog/ , and current working code is on a branch of pygame svn: svn://seul.org/svn/pygame/branches/physics Best wishes Zhang Fan Peter Gebauer [EMAIL PROTECTED] 写道: Hi! I read

[pygame] The gsoc project physics engine.

2008-06-18 Thread Peter Gebauer
Hi! I read Zhang Fan's post regarding his gsoc project, I've been looking to do something similar, a Python extension for an already existing library. So far I've extended Chipmunk partially over a few days of prototyping, but there's no point in having two projects doing the same thing, I'd