Re: [pygame] pygame, LGPL and iPhone

2009-02-06 Thread machinim...@gmail.com
On 2/3/09, Jussi Toivola  wrote:
>
> I'm quite sure Python is ok. The apple's license just does not allow
> downloading any extra stuff from the internet. I think they just want
> to control all the application distribution through App Store. Some
> people are using Lua in their App Store apps, so why not Python?
> http://www.plaidworld.com/iphonefaq.txt


i don't think it's ok to use python. it's not allowed to distribute any
interpreted programs on the iphone. or did apple rethink that restriction?

I found a good source for LGPL:
> http://answers.google.com/answers/threadview/id/439136.html
> "I strongly recommend you contact the copyright holder prior to
> building a statically linked application for distribution as a
> commercial product."
>
> This sentence on SDL's page confused me: "This license allows you to
> use SDL freely in commercial programs as long as you link with the
> dynamic library."
>
> PS. The Symbian port should help with the iPhone porting effort since
> it links the pygame modules statically as well and has the necessary
> stuff for handling static modules already in-place.
>
>
> 2009/2/3 René Dudfield :
> > hi,
> >
> > I think it's ok to distribute your object code for LGPL things.  Read
> > the section of the LGPL on object code, and see if it's ok for you.
> > You'll probably want to ask apple, and a lawyer if it's ok to do that.
> >
> > So to be ok with the LGPL, include all the object code with your app -
> > both for your app, and for the LGPL parts.  Then the user can relink
> > the LGPL parts if they want, and you will satisfy that part of your
> > obligations under the LGPL (I think).
> >
> > Again, check with a lawyer first... I'm not sure that's actually true.
> >
> >
> > Of course, you'll need to port pygame to SDL 1.3 and the iphone...
> > which is a fair amount of work.  At some point we'll port pygame to
> > SDL 1.3... but currently it's unfinished, so we were waiting until SDL
> > 1.3 gets closer to completion.
> >
> > Also, I'm not totally sure if you can sell python apps on the iphone.
> > Some people say you can't, and some people reckon you can... but I
> > haven't heard any offical word from apple that you can or can not.
> >
> >
> > Nokia is much more supportive of python, and has many more phones out
> > there, and also now has an app store.  Microsoft, and blackberry also
> > now have stores... and are both *way* less draconian than apple.
> >
> >
> > cheers,
> >
> >
> >
> >
> > On Tue, Feb 3, 2009 at 6:37 PM, Jussi Toivola 
> wrote:
> >> I'm not sure if most people are aware of this, but on iPhone, one can
> >> not create shared libraries, only static libraries are allowed for
> >> user applications. This is troublesome if somebody(*hint*) wants to
> >> create commercial pygame applications for iPhone. If pygame is linked
> >> as static library, all the sources fall under LGPL. The same goes for
> >> SDL, but there is a mention of an alternative commercial license for
> >> SDL 1.3( http://www.libsdl.org/license.php ). No details yet.
> >>
> >> Are there any plans to change the licensing of pygame? For example,
> >> cocos2d has a special license for iPhone(
> >> http://cocos2d-iphone.googlecode.com/svn/trunk/LICENSE ).
> >>
> >> 
> >> Jussi Toivola
> >>
> >
>
>
>
> --
> 
> Jussi Toivola
>


[pygame] audio programming with pygame?

2009-05-22 Thread machinim...@gmail.com
hi,

 i would like to learn how to program simple synthesizers and sound effects
and it would be nice if i could experiment with this in python.

http://en.wikipedia.org/wiki/Jeskola_Buzz
would something like buzz theoretically be possible with pygame?

of course python is slow but if buzz was able to handle hundreds of machines
on the hardware of 10 years ago then a hand full should be possible in
python today?

is low level sound programming possible with pygame at all or are only
higher level audio features exposed?


Re: [pygame] audio programming with pygame?

2009-05-22 Thread machinim...@gmail.com
i forgot to mention that i want it to be realtime. is this possible with
sndarray? will i have to continually feed pygame mixer with very short sound
arrays? or can i manipulate the array while playback has already started?

i guess now i will have to start learning how audio programming actually
works. :)

are there any examples where someone has already done something like this
with pygame?



On 5/22/09, Ian Mallett  wrote:
>
> Check out pygame.sndarray
> -Ian
>


Re: [pygame] audio programming with pygame?

2009-05-23 Thread machinim...@gmail.com
thanks! i will look into all of the suggested projects.



On 5/23/09, Devon Scott-Tunkin  wrote:
>
>
> There's also the pure data "language" http://puredata.info/
>
> --- On Sat, 5/23/09, Alexandre Quessy  wrote:
>
> > From: Alexandre Quessy 
> > Subject: Re: [pygame] audio programming with pygame?
> > To: [email protected]
> > Date: Saturday, May 23, 2009, 8:46 AM
> > Hi,
> > ChucK is also an awesome language for sound synthesis. It
> > uses the STK library.
> > I can't wait until there is a STK Python binding !
> >
> > a
> >
> > 2009/5/23 Olaf Nowacki :
> > > maybe you would like to try supercollider for making
> > the synthesizers and
> > > use pygame as UI?
> > >
> > > http://pypi.python.org/pypi/SC/0.2/
> > > http://supercollider.sourceforge.net/
> > >
> > > On Fri, May 22, 2009 at 11:02 PM, [email protected]
> > > 
> > wrote:
> > >>
> > >> hi,
> > >>
> > >> i would like to learn how to program simple
> > synthesizers and sound effects
> > >> and it would be nice if i could experiment with
> > this in python.
> > >>
> > >> http://en.wikipedia.org/wiki/Jeskola_Buzz
> > >> would something like buzz theoretically be
> > possible with pygame?
> > >>
> > >> of course python is slow but if buzz was able to
> > handle hundreds of
> > >> machines on the hardware of 10 years ago then a
> > hand full should be possible
> > >> in python today?
> > >>
> > >> is low level sound programming possible with
> > pygame at all or are only
> > >> higher level audio features exposed?
> >
> >
> >
> > --
> > Alexandre Quessy
> > http://alexandre.quessy.net/
> >
>
>
>
>


[pygame] physics engine?

2009-06-18 Thread machinim...@gmail.com
hi,

what 2d physics engine would you recommend for using with pygame?

what happened to the SOC physics project? is it finished? will it be
included in pygame?


Re: [pygame] physics engine?

2009-06-18 Thread machinim...@gmail.com
On 6/19/09, René Dudfield  wrote:
>
> On Fri, Jun 19, 2009 at 11:25 AM,
> [email protected] wrote:
> > hi,
> >
> > what 2d physics engine would you recommend for using with pygame?
> >
> > what happened to the SOC physics project? is it finished? will it be
> > included in pygame?
>
>
> Unfortunately not much work has been done on that since the gsoc last
> year finished... and no one else has really picked it up.  It lives in
> pgreloaded now.  However I don't know of any games using it.  Perhaps
> if it got some users and a maintainer it might improve.  I think
> Marcus might have plans for it, but not sure what they are.  Perhaps
> it might get into pygame 1.9.1... but definitely not 1.9.0.
>
> The main engines used by people are these two engines:
>
> pybox2d
> http://pygame.org/project/723/
> http://code.google.com/p/pybox2d/
>
> pymunk
> http://pygame.org/project/780/
> http://code.google.com/p/pymunk/



thanks! i will look into these two and also into your other links...


There are a number of successful games using them - and both projects
> have people working on them, and they seem well maintained.
>
>
> There's also py-lepton, which is a particle library... which does some
> particle physics stuff, but not really a physics library:
> (no pygame project page)
> http://code.google.com/p/py-lepton/
>
> and finally pyode - which is more complex, and seems harder for people
> to finish games with, but does 3d stuff:
> (no pygame project page)
> http://pyode.sourceforge.net/
>
>
> Also have a look on the pygame website for physics stuff.  There's
> some simple stuff in there, which might be nice to learn from.
> http://pygame.org/tags/physics
>
>
>
> cheers,
>


Re: [pygame] physics engine?

2009-06-19 Thread machinim...@gmail.com
On 6/19/09, Brian Fisher  wrote:
>
> The quality of chipmunk and box2d is so incredibly good and is built off of
> such a depth of experience by the authors that if you want really actually
> do want a 2d physics engine (i.e. you're not just looking for stuff moving
> and hitting each other, you want stacking, joints, friction, etc) you would
> be utterly and completely silly in every way to even consider anything else
>
> Between pymunk and pybox2d, personally I greatly perfer pybox2d because
> box2d is more feature rich, is more stable with bouncy objects and it's
> continuous collision detection (actually continuous collision response using
> binary search time of collision) makes it much more stable and predictible
> particularly with fast moving objects.
>
> chipmunk was branched from box2d to add a performance feature, and you can
> sum up it's difference from box2d as faster and easier to use provided you
> are doing just what it does well.
>
> seriously, in the picture of 2d physics engines, they are both super
> wonderful. you want stacking, friction, joints, etc, in 2d they are the only
> real options. You want motors and gears and fast moving objects, you
> probably want pybox2d.
>
> If you just want stuff moving and hitting each other though, and you want
> to control exactly how things move or behave, or you know you want
> unphysics-y stuff to happen a lot, you would probably end up struggling a
> lot with any physics engine to get things to work out the way you want them
> to.



thanks for this review! i will go for pybox2d then. sounds very promising.


 On Thu, Jun 18, 2009 at 6:25 PM, [email protected] <
> [email protected]> wrote:
>
>> hi,
>>
>> what 2d physics engine would you recommend for using with pygame?
>>
>> what happened to the SOC physics project? is it finished? will it be
>> included in pygame?
>>
>
>


[pygame] moonlight 2.0

2009-08-17 Thread machinim...@gmail.com
hi,

...again a pygame in the webbrowser topic. :)

http://go-mono.com/moonlight-beta/
i just noticed that the moonlight 2.0 beta is out. moonlight 2.0 supports
the DLR and ironpython.

did anyone here have a look into moonlight/silverlight already? how feasible
would it be (and how much work?) to create a pygame "layer" for
moonlight/silverlight? what do you think? just curious...


Re: [pygame] Capture tablet pressure?

2009-10-11 Thread machinim...@gmail.com
i think you could use cgkit. it includes a wintab wrapper if i remember
correctly.



On 10/12/09, Jake b  wrote:
>
> maybe this?
> http://stackoverflow.com/questions/45500/wacom-tablet-python-interface
>
> I'm definitely interested if you get python+wacom pressure working.
>
> Maybe you can read events yourself ( but would make it platform specific )?
>
>
> --
> Jake
>