It's not being handled as a new input-device: the 'drivers' re-mapp
its functionality onto default keyboard/mouse keypresses/motions/etc.
Basically it's emulating existing input devices.
That's what the existing driver for Linux does as well (at least at the
user-visible level). I'm hacking
Luke Paireepinart wrote:
I was considering using the pySerial module, because I hear you can use
this to communicate with bluetooth devices as well.
I couldn't get the Wii remote to register a COM port, though, (through
the windows Bluetooth stack manager thing). It seems to me that the way
Hello,
You can use my SDL_Surface.py hack to get a ctypes pointer to the pixel
data. http://www.thousandparsec.net/repos/libmng-py/mng/pygame/
I needed this to make libmng-py as fast as possible.
Hope this helps!
Tim Ansell
On Sat, 2006-12-16 at 14:49 +0100, Jakub Piotr Cłapa wrote:
Pete
Jakub Piotr Cłapa wrote:
Luke Paireepinart wrote:
I was considering using the pySerial module, because I hear you can
use this to communicate with bluetooth devices as well.
I couldn't get the Wii remote to register a COM port, though,
(through the windows Bluetooth stack manager thing). It
Hi,
Pygame 1.7.1 on my Ubuntu Linux system is unable to render a space in the
default font, when anti-aliasing is disabled:
import pygame
pygame.version.ver
'1.7.1release'
pygame.font.init()
f = pygame.font.Font(None, 10)
f.render( , 0, (255, 255, 255))
I just read this article on Microsoft.com and laughed out loud.
http://msdn2.microsoft.com/en-us/library/aa938557.aspx
Oh, great. I can't even develop Profile Drivers on my Windows XP system
FOR Windows XP.
I have to install Vista, write the drivers, and run them on XP.
That makes a lot of
Tim Ansell wrote:
Hello,
You can use my SDL_Surface.py hack to get a ctypes pointer to the pixel
data. http://www.thousandparsec.net/repos/libmng-py/mng/pygame/
I needed this to make libmng-py as fast as possible.
Thanks but I'm unsure if this helps. I've got a Python buffer which is
Inside...
Am 17.12.2006 um 01:32 schrieb Kris Schnee:
I think that a 2D, flat scrolling tile system in Pygame would be a
decent compromise between graphical quality and ease of
programming, for my project. I can live with the game's islands
being a constant height, for simplicity. One
Hello,
I recently came across the GLSL example at: http://www.pygame.org/
wiki/GLSLExample
This would appear to meet my needs for using GLSL from within
pygame, but I cannot seem to get it working. First, as I am not
really familiar with the Python wrapper of OpenGL, is that example
Brandon N wrote:
Hello,
I recently came across the GLSL example at: http://www.pygame.org/
wiki/GLSLExample
This would appear to meet my needs for using GLSL from within
pygame, but I cannot seem to get it working. First, as I am not
really familiar with the Python wrapper of OpenGL,
spotter . wrote:
Hey everybody,
I am in the process of trying to make a file format for maps.
The meta file will have the info like name, author, date, version, and
the width and height.
The other file will have the actual map data in it. This method will be
slower,
since it
-- Forwarded message --
From: Scheol Service [EMAIL PROTECTED]
Date: Dec 7, 2006 4:58 PM
Subject: Please hear me out.
To: pygame-users@seul.org
I know that there is a mailing list and etc.. for Pygame support but
there are other people knowing answers to questions to some
I just use .tga files -- and surface.get_at() and surface.set_at().
You get limited to 256 tiles and 4 layers, but I've yet to have that be a
problem. Quite adequate for any small game -- and it's simple. If you need
to upgrade later, you can always change to a text based format that supports
Please help me to Digg Galcon. It is my first time with Digg and i'm a
bit disappointed (just 2 Diggs so far).
http://digg.com/gaming_news/commercial_game_written_in_pygame_released
cheers,
-Horst
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