So I got pygame building on mac with portmidi now - although I can't seem to
get the midi.py example to do anything.
the xcode proj for portmidi seems to have the porttime sources incorporated
into it, rather than built as a separate lib, so the porttime dependency
doesn't exist, which was causin
1) How is pathfinding done?
2) How do you prevent a moving sprite from being caught in a v-shaped rut made
of obstacles? Like this:
__
A -> # | B
__|
Where A and B are the points the sprite needs to travel,
# is the sprite,
-> is the direction the
1) People can, and do, get PhDs in pathfinding algorithms. A*
(pronounced a-star) is the most commonly used algorithm in games though.
2) Alter the chain length score computation to reduce exploitation.
--Noah
On Jan 25, 2009, at 7:16 PM, Yanom Mobis wrote:
1) How is pathfinding done?
2) Ho
Best to keep the python that your distribution supplies I think.
cu.
On Fri, Jan 23, 2009 at 10:08 AM, Yanom Mobis wrote:
>
> thanks.
> and about installing 2.5.4 over 2.5.2?
> --- On Wed, 1/21/09René Dudfield wrote:
>
> From: René Dudfield
> Subject: Re: [pygame] Python 2.6
> To: pygame-users
ps. it's not really worth micro-optimizing for your issues. You'll
get the most speed up from using a good data structure... like a fast
quadtree or such.
http://www.pygame.org/project/752/
http://www.pygame.org/wiki/QuadTree
cu.
On Sat, Jan 24, 2009 at 5:18 PM, Jake b wrote:
> Is t
On Jan 25, 2009, at 7:16 PM, Yanom Mobis wrote:
1) How is pathfinding done?
2) How do you prevent a moving sprite from being caught in a v-
shaped rut made of obstacles? Like this:
__
A -> # | B
__|
Where A and B are the points the sprite needs t
Awesome!
For scrap, I've book marked a Mac OSX implementation written in objc
somewhere. Once I find it I'll post a link, so we can get the scrap
working nicely on OSX.
cu.
On Sun, Jan 25, 2009 at 6:35 PM, Brian Fisher wrote:
> Pygame 1.9.x no longer requires pyobjc on mac osX to build or inst