I'm new to Python, Soya, and this list, so I wanted to introduce myself and throw out a few questions while I'm at it. I've been a programmer for about 4 years or so, mostly in scripting languages with some C/C++. When I started working in Python a couple weeks ago, it was like a revelation--all the power of doing things in C without the hassles. If I can think it, I can do it in Python--and Soya's been a big part of that. So thanks to all for developing this really incredible module (merci!). And thanks for naming it Soya--I'm a vegetarian, too ;).
Now, some questions: 1. I've made a Land and am moving the camera over it, adjusting for the height of the terrain by using: camera.add_vector(soya3d.Vector(camera, 0.0, 1.0 + island.get_height(int(camera.x),int(camera.z)) - camera.y, 0.0)) This works great (hovers 1.0 units over the Land) when I set the scale_factor of the land to 1.0, but not so well if I scale up or down. Anyone know why this would happen? Do I need to convert a coordinate system there? I set the objects up like this: island = land.Land(0) .. world.set_shape(island) camera = soya3d.Camera(world) It works fine if I divide the camera coords by the scaling factor (e.g. 1.5) like so: camera.add_vector(soya3d.Vector(camera, 0.0, 1.0 + island.get_height(int(camera.x /1.5),int(camera.z/1.5)) - camera.y, 0.0)) 2. What's the Morph object? Does it work like a Shape except that it can be modified? Is it optimized like a Shape? Is there a tut on this? Or is it part of future features (animation?) as yet unrevealed? 3. When you create a Land, is its shape optimized with a tree? If not, could it be? Would it be possible to get the mesh of the land before it's shapified and add in other meshes (buildings, walls, circus elephants) before shapification/treeing/whatever? 4. Since Soya uses SDL, is it possible to intercept the surface Soya uses to display and blit other things to it, SDL-style? Or is all the blitting/buffering/whathaveyou inside the render() method or something? 5. How difficult would adding a Disc and/or Cylinder/Tube primitive be? Is it just a matter of hacking it in Python or is there C work needing to be done? Looking at the Sphere code, I think it's the latter. Is there interest for this? I could undertake it as a kind of journeyman project for me to learn more about Soya. I think it's just a matter of setting a bunch of quads rotated arond an axis plus a Disc, which could be made with triangles like a bicycle wheel or from a point on the circumference, palm-branch style. 6. (somewhat offtopic) I hacked out a Python version of the A* algorithm and slapped a frontend on using Soya. The Soya frontend module specifically does pathfinding over a network of two-dimensional nodes (and has pretty fireworks on success), but the A* module itself is much more generalized (i.e. not just for map crawling). Does anybody have a need for this? Or is there an existing A* module for Python (I could use it as a benchmark)? It also includes a PriorityQueue module, if that's a data type people are looking for. It's all pretty rough, but works fine. Whew, that's it for now. Thanks again for all your hard work on this module! -Mike Edwards -- Pour vous desabonner envoyez un mail a [EMAIL PROTECTED]