On Jul 6, 4:05 am, Pie21 <[EMAIL PROTECTED]> wrote:
> On Jul 5, 3:13 am, joey101 <[EMAIL PROTECTED]> wrote:
>
> > Hi Oliver,
>
> > Thanks for the compliments. It's really only my personal preference to
> > structure stuff that way. Often times I think it makes the code easier
> > to get into for someone else. But really I would suggest going with
> > what ever structure you think best for a particular game.
>
> I like it as an idea. I spent a while last night going through the
> game I'm writing and converting it to the game/client structure and
> though it didn't really change anything, it makes a lot more sense
> rather than just having everything global. Obviously the real benefit
> is for networking (which I'm looking forward to adding in), only I
> have no idea how to do it. If I may be so bold, are any future
> tutorials going to incorporate networking, or is that kind of outside
> your scope? And don't take that as pressure to get another one out
> there - take your time. Just a suggestion =)
You aren't the first one to ask :)
I'm actually already planning on making the next tutorial be an
Othello clone with the focus on networking. I just haven't decided
which networking library to use. Right now for our games we use an in-
house one that works well I think, but it has many pitfalls that are
almost impossible to debug if you make a silly mistake.
When making tutorials I spend about 50% of the time writing the game
and then the other %90 trying to make it easier to understand and
writing all the comments. And that's after planning it all out. In
this case networking is not a trivial thing to pull off. So it takes
some time :P
But I'm glad I decided to target them at programmers beyond the
beginner level; that makes it whole worlds easier to write.
>
> > But what I like most about it is the anims. If you haven't checked out
> > rabbyt.lerp/ease/ease_in/ease_out then you absolutely need to - It's
> > the best thing since sliced bread. There are some good examples
> > demonstrating their use in the rabbyt examples directory.
> > And yes, the collision detection is nice and fast enough.
>
> It certainly seems very fast, but I'm not exactly pushing it yet. The
> one problem I have is that the documentation isn't nearly as
> comprehensive as pyglet's, which is fair enough but it doesn't explain
> a lot beyond what the functions do, such as how to use them.
> sprite.shape had and still has me confused - I get what it does, but
> not what the numbers for left, right etc mean. Also with lerp it
> sounds pretty awesome but kinda bugs out when I try and make my
> sprites do it. By which I mean it generally doesn't work. And I don't
> know why, and I don't even know the basic stuff I need to have in
> place first.
Well, I'm not the one to be talking to about that; so I'm Cc-ing this
to Matthew :)
>
> Also it doesn't help that the examples don't appear to be included
> with the Windows installer.
It's included in the source distribution. If you have rabbyt installed
running the examples should work just fine from there.
~Joey
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