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
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
, 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
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
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
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
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
: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
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
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
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
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
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
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
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
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
, 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
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
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
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
, 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
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.
,
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
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
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
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
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
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
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
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
.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
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
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.
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
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
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,
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
*
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
, 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
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
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
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
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
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
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
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
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
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
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
.
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
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
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