On Sun, 10 Oct 2021, 14:16 Sam Bull, wrote:
> I've been thinking about
> experimenting with an asyncio implementation of pygame at some point in
> the future.
>
I have written that[1]; it works very well[2].
I'm assuming you mean async not asyncio. Asyncio is kind of at a dead end.
All the
On Sat, 9 Oct 2021, 08:43 René Dudfield, wrote:
> so, we've been talking about stopping support
>
Yes, please! SDL1 is past its useful lifespan and was the cause of various
weird window problems that just went away with SDL2.
I believe package tags can indicate that a package is not compatible
Hi all,
Pyweek 26 is running from 21st to 27th October:
https://pyweek.org/26/
Pyweek is an online Python-only game jam. You have a week to write a game
"from scratch" in Python, using Pygame, Pyglet or any other technology you
like. Theme voting starts on the 14th October with five themes to
For Pygame 2, could we add bindings for sdl_gpu[1]?
[1] https://github.com/grimfang4/sdl-gpu
On Thu, 19 Jul 2018, 11:07 René Dudfield, wrote:
> Hello,
>
> with 1.9.4 out, it's time to start the 2.0 series. (right?)
> https://github.com/pygame/pygame/pull/471
>
> Which means something like...
>
You can install other interpreters from deadsnakes PPA if you have time for
more thorough testing:
https://launchpad.net/~deadsnakes/+archive/ubuntu/ppa
On Wed, 18 Jul 2018, 12:31 Nicholas H.Tollervey, wrote:
> Tests all pass for for me on Ubuntu with Python 3.6 and 2.7 :-)
>
> On 17/07/18
ain in the documentation that it
> is discouraged and what happens when they do it. Python programmers are
> responsible adults after all, no?
>
> Otherwise you start writing Java in Python...
>
> On Mon, 18 Jun 2018 10:24:25 +0100
> Daniel Pope wrote:
>
> > The drawi
> > down to the fact that something gets drawn half a frame earlier
> > > > rather than half a frame later (because the command to draw it was
> > > > given in between the frames). Unless you have less than 6 frames a
> > > > second, the differenc
Is this for a public C API or just internal to Pygame?
I know from experience how much more of a headache it is to
build/distribute native extensions that depend on other native extensions'
ABIs (numpy, specifically).
Do Pygame Surface/Sound objects support the Buffer Protocol? This would be
a
and 0 if cond is False.
On Sun, 17 Jun 2018, 20:59 Radomir Dopieralski, wrote:
> On Sun, 17 Jun 2018 17:48:26 +0200
> Daniel Pope wrote:
>
> > I have been thinking for some time about how to optimise Pygame Zero
> > games on Raspberry Pi. Most Pi models have multiple cor
and make it a
Python extension.
On Sun, 17 Jun 2018, 19:47 DR0ID, wrote:
> On 17.06.2018 17:48, Daniel Pope wrote:
>
> I have been thinking for some time about how to optimise Pygame Zero games
> on Raspberry Pi. Most Pi models have multiple cores and an obvious
> improvement is to par
I have been thinking for some time about how to optimise Pygame Zero games
on Raspberry Pi. Most Pi models have multiple cores and an obvious
improvement is to parallelise. Logic has to be synchronous but I would like
to offload painting the screen to a separate thread.
The problem I would have
On Sun, 13 May 2018, 21:50 René Dudfield, wrote:
> (The benefit of python hosted over read the docs, is they don't inflict
> advertising on your users like read the docs does.)
>
I believe pythonhosted.org is closed to new docs uploads.
ptext is very good:
https://github.com/cosmologicon/pygame-text
On Thu, 5 Apr 2018, 11:11 René Dudfield, wrote:
> What are some awesome libraries for pygame?
>
>- available via pip
>- documented (with examples, and API docs)
>- generally awesome for some reason
with pygame?
> --
> From: Daniel Pope <ma...@mauveweb.co.uk>
> Sent: 25-03-2018 11:45 PM
> To: pygame-users <pygame-users@seul.org>
> Subject: [pygame] Pyweek 25
>
> Pyweek 25 is coming up in April and I'm looking for entrants. Pyweek is a
> week-long
Pyweek 25 is coming up in April and I'm looking for entrants. Pyweek is a
week-long games programming challenge, run online at https://pyweek.org/.
This competition will run from 00:00 UTC on Sunday 15th April to 00:00 UTC
on Sunday 22nd April.
You have to write a game from scratch, in a week,
Last night at the London Python Dojo I was working with a couple of Pygame
newbies on a little snow game (https://github.com/lordmauve/snowgame) when
we came across this bug on Dario's Mac:
https://github.com/pygame/pygame/issues/380
This is an awful bug for beginners. It really looked so much
> As René pointed out in most of the Pymunk examples Y is converted so that
positive Y points up to keep examples consistent and close to "real"
physics.
Y points up in real physics?
This is making my head hurt; I need to go lie -Y.
On Wed, 28 Feb 2018, 22:52 Victor Blomqvist,
ly, while
refactoring.
On Tue, 27 Feb 2018, 18:19 René Dudfield, <ren...@gmail.com> wrote:
> Some good points. Thanks, I appreciate the discussion.
>
>
> On Tue, Feb 27, 2018 at 3:51 PM, Daniel Pope <ma...@mauveweb.co.uk> wrote:
>
>> > Single scalar
> We want to go two left? This is sort of nice.
> >>> velocity + Vector3.left * 2
Christening a particular axis or Vector as "left" had all kinds of
problems. Which way is up? +y, like a graph? -y, like Surface coordinates?
Is it a left-handed or right-handed coordinate system?
On Tue, 27 Feb
> Single scalar constructor should Vector2(1) == Vector2(1, 1)
This is the kind of situation where I'd follow PEP20: "In the face of
ambiguity, refuse the temptation to guess." There's an obvious pitfall if
you expected to pass a tuple and you instead pass a scalar or the wrong
length tuple - it
(1,2)
> >>> v.x = 3
> Traceback (most recent call last):
> File "", line 1, in
> TypeError: a sequence is expected
> >>> pygame.math.disable_swizzling()
> >>> v.x = 3
> >>> v
> <Vector2(3, 2)>
>
> These are t
Does the Swizzling have a cost if you're not using it? If not I'd be
tempted to say it should always be on.
On Sat, 24 Feb 2018, 18:00 René Dudfield, wrote:
> Hey hey,
>
> I noticed the pygame.math vectors couldn't be pickled/unpickled.
>
> So that has been added here:
>
As I recall, MP3 support isn't available in Pygame on every single
platform, due to licensing issues.
Presumably this is now no longer an issue:
https://marco.org/2017/05/15/mp3-isnt-dead
Is there anything Pygame has to do to ensure MP3 support is now always
available? This would go a long way
ur between
successive frames.
On Fri, 31 Mar 2017, 21:41 Daniel Pope, <ma...@mauveweb.co.uk> wrote:
> I *think* that alien is public domain or Creative Commons. There's a whole
> asset pack. It doesn't come from Pygame Zero.
>
> On Fri, 31 Mar 2017, 16:41 René Dudfield, <ren...@gma
I *think* that alien is public domain or Creative Commons. There's a whole
asset pack. It doesn't come from Pygame Zero.
On Fri, 31 Mar 2017, 16:41 René Dudfield, wrote:
> Hello,
>
> I made a proof of concept for the data aware drawing thing I mentioned in
> a previous email.
On Tue, 21 Mar 2017, 12:28 Leif Theden, wrote:
>Students should be taught how textures work, where different memories
reside, and that GPUs operate differently than a CPU.
You are thinking about much more advanced students than Pygame is being
used to teach. Pygame is
ll for a simple pygame too, and I don't think the comparison to Kivy
> is appropriate. Kivy is a framework for touch applications primarily.
> On Sun, Mar 19, 2017 at 9:28 AM Daniel Pope <ma...@mauveweb.co.uk> wrote:
>
> Something that I think is important is that we should aim to avoid putti
Something that I think is important is that we should aim to avoid putting
experimental stuff into Pygame.
I think it's a mistake Kivy made: tightly coupling excellent work in OpenGL
ES bindings and deployment on mobile, with a crude UI framework and runtime.
I guess all I'm saying is that we
My interest in moving to Github is to help solicit contributions etc.
Bitbucket was never good at this and my impression is that it has become
worse.
The main concern I have with formally moving it into the Pygame project is
Pygame Zero may need to separate from Pygame at some point. I've known
On Sun, May 15, 2011 at 08:49:07PM +0200, Christopher Arndt wrote:
On 15.05.11 19:47, BIAGINI wrote:
I really dont know how to handle several resolution especially for my
online game.
Just make your game fullscreen and choose a fixed resolution that will
fit on the smallest supported
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