Re: [pygame] pygame performance limits

2011-11-23 Thread Chris Smith
You can't really compare the language C++ with the library Python. You could compare C++ / SDL with Python / Pygame, and probably C++ would be faster (but maybe by not as much as you think)... but it would certainly take a lot more time to write the code. As to what you can do with Pygame, well

Re: [pygame] pygame performance limits

2011-11-23 Thread Chris Smith
and I would certainly do something like that in C++. Pygame is probably fast enough for the graphics, but I was wondering how performance would be for AI and other calculations. yours truly armornick 2011/11/23 Chris Smith maximi...@gmail.com You can't really compare the language C

[pygame] Uploading screenshots

2010-03-26 Thread Chris Smith
On the pygame site, the last three releases don't show the screenshot, they just have something like: *Warning*: getimagesize(/home/pygame/public_html/thumb/22763187615d768f6e293ef6aba77ce7.png) [function.getimagesizehttp://www.pygame.org/project/257/function.getimagesize]: failed to open stream:

[pygame] Trouble signing in

2008-12-12 Thread Chris Smith
I can't seem to sign in at pygame.org Username and password, son;t work, even after resetting the password. I also tried setting up a new user, but that didn't work either. Username is maximinus. Any ideas?

Re: [pygame] [dev] making fastevents the default event module

2008-11-30 Thread Chris Smith
I'm not worried about events currently being 'slow'. But I would like to know what the extra overhead would be. If it's otherwise backwards compatible, I see no problem. Chris 2008/12/1 Lenard Lindstrom [EMAIL PROTECTED] Hi René, I don't know enough about fastevent to make a suggestion. It

Re: [pygame] Limited FPS?

2008-11-20 Thread Chris Smith
Well, I did some quick profiling, and here is what I mean. If we say that I have a maximum FPS of 60, and each 'frame' takes just over 1/60th of a second, then yes, I will get 30 FPS as the screen flipping waits patiently for the raster to get back to the start of the screen. My original code

Re: [pygame] Limited FPS?

2008-11-20 Thread Chris Smith
or not. Also, can probably just limit the frame rate to 30fps for a lot of games :) How are you measuring the fps? If you use pygame.time.Clock.tick() it can pause the game. cu! On Thu, Nov 20, 2008 at 11:24 PM, Chris Smith [EMAIL PROTECTED] wrote: Well, I did some quick profiling, and here

Re: [pygame] Limited FPS?

2008-11-20 Thread Chris Smith
, Chris Smith [EMAIL PROTECTED] wrote: I measure the FPS by adding up the time taken (or what the profiler tells me), and dividing the total frames by that. My do_stuff() is real small because I pre-calculate almost everything. 0.066 seconds spent over 610 frames, so I'm pretty sure it's

[pygame] Limited FPS?

2008-11-19 Thread Chris Smith
On this machine (Ubuntu 8.04, PyGame 1.7.1), pygame flip() is very slow. A little demo I set-up and profiled showed that for 610 frames of animation - taking 21.8 seconds - pygame.flip() was taking over 9 seconds of that! Now I know that flip() has to wait for the monitor raster to get to the top

[pygame] Re:

2008-07-22 Thread Chris Smith
Type help() for interactive help, or help(object) for help about object. 2008/7/22 David Goldsmith [EMAIL PROTECTED]: help

Re: [pygame] Ideas about storing questions/answers for a boardGame.

2008-01-24 Thread Chris Smith
I too would go with just putting all the questions into a text editor. That way it's easy to edit and easy to spell-check the questions and answers. You'd need a little bit of code to parse the text files but Python is pretty good for that. Anything else would probably be overload. On 24/01/2008,

[pygame] Clock Tickings

2008-01-22 Thread Chris Smith
In the pygame docs it heavily implies that, having a loop like: clock=pygame.Clock() while(True): clock.tick(1000/X) Will let you control the framerate, X being the FPS (I know, dependant on a few other things). However, I'm getting the opposite effect - a low value of X gives me a high

Re: [pygame] Good code

2007-12-08 Thread Chris Smith
I usually write out my comments first because it lets me define what I'm trying to do. The code should be a reflection of the comments. On 08/12/2007, Greg Ewing [EMAIL PROTECTED] wrote: Ian Mallett wrote: When writing code, it is good to have comments, but it is not usually wise to put

Re: [pygame] Future of pygame?

2007-10-15 Thread Chris Smith
You can read more about what's happening in the SDL world here - http://www.libsdl.org/cgi/docwiki.cgi/FAQ_20SDL_20Version_202 Although it would be fair to say movement is slow. On the other hand, SDL + PyGame both work fine, I don't see a real urgent need for a ton of extra features. On

Re: [pygame] learning pygame: what to focus for a board game?

2007-06-15 Thread Chris Smith
I have some experience with pygame + programing board games. If you would like some coding help, I'm available. I've also written a GUI for use with pygame, so I at least have some experience going down that route. Feel free to email me. I'll be next checking my email on Monday though, so don't

Re: [pygame] touch screens

2007-05-10 Thread Chris Smith
I used to work with touch screens a few years ago and generally they came with a PS2 connection and the computer saw them as a normal mouse... Do you know exactly what touch screen you'll be using? Chris On 5/9/07, Jason Coggins [EMAIL PROTECTED] wrote: Are there functions in PyGame that

Re: [pygame] Choppy sound playback

2007-05-10 Thread Chris Smith
Yes, I am using Linux, so I'll just follow the other thread. What I find strange though is that another program written in PyGame (although the sound code is a bit different) works just fine. I'll try and isolate the differences and see if I can track down exactly what code does what Chris On

[pygame] Choppy sound playback

2007-05-08 Thread Chris Smith
Help! I'm getting very choppy sound playback on my code. Here's a quick example: #!/usr/bin/python import pygame pygame.init() pygame.mixer.init(44100,-16,True,4096) foo=pygame.mixer.Sound(sound.ogg) foo.set_volume(1) foo.play() Sound plays, but like a very dirty record, with lots of

Re: [pygame] map format

2006-12-20 Thread Chris Smith
On 12/19/06, Greg Ewing [EMAIL PROTECTED] wrote: Farai Aschwanden wrote: I wanted to use such a system too, but 2 points stopped me using it: 1. Its restricted to the charset (well 256 chars is quite a lot) Unicode! Then you can use the Chinese characters for water, grass, hill, etc. Much

Re: [pygame] map format

2006-12-18 Thread Chris Smith
I generally make the map file as simple to read and change in a text editor as I can. This generally makes the python code to parse the file a bit more complex, but since this is done only once at start-up I don't notice any speed issues. Another way of doing it is to write a simple map loader

Re: [pygame] Fonts

2006-11-10 Thread Chris Smith
I grabbed mine (Vera) from an ubuntu install disc, although I must say I'm a tiny bit unsure about the legal status (although it's in debian as well, so must be fairly liberal)On 11/10/06, Kris Schnee [EMAIL PROTECTED] wrote: I was looking up fonts that I could use in Pygame projects, and found

[pygame] Updating games

2006-10-31 Thread Chris Smith
I can't seem to update my game entry on pygame.org. This is the first time I've tried to update it: I can log in ok, go to 'my projects' where I get a search page, but my game doesn't want to come up at all. The game is SPQR, and it's in games - strategy. I'm only really looking to update the

Re: [pygame] Switching between fullscreen and windowed mode?

2006-10-26 Thread Chris Smith
The only works correctly on software surfaces part is a bit annoying though. It would be nice if this was a part of the SDL spec. After all, I assume most of us at least ask for a hardware surface. On 10/26/06, René Dudfield [EMAIL PROTECTED] wrote: >From our friendly, food covered handwritten

Re: [pygame] Re: pygame performance

2006-10-23 Thread Chris Smith
To continue on the subject of full-screen scrolling, it can be done but with caveats. My game scrolls most of a 800*600 screen when moving around the map (it's a strategy thing), but even with HWSURFACE etc.. set, it's a little jerky. Can't speak for other people, but my main machine is an

Re: [pygame] Re: pygame performance

2006-10-20 Thread Chris Smith
Having used PyGame for the last 2 years or so, here are my observations: I generally write my Python code with regard to cleanliness and ease-to-read. I've never had to change code because PyGame is slow - although, that said, most of my gfx code has been building a Gnome-like GUI expereience. If

Re: [pygame] Re: Newbie wants to create pong

2006-09-11 Thread Chris Smith
Any chance of describing the bug in some way, before I d/l and read through some code?On 9/11/06, Ville Sokk [EMAIL PROTECTED] wrote: I'm new to programming but I've learned the basics and have done some programs but now I've decided to learn pygame. I thought I'll make a simple pong game. I