Re: [pygame] unsubscribe [OT]
I should also point out here that every single message the list sends out has this header: X-To-Get-Off-This-List: mail [EMAIL PROTECTED], body unsubscribe pygame-users -- The insipid neologism blog appears to mean little more Nick Moffitt than a Web site that *actually* gets updated, as opposed [EMAIL PROTECTED] to one that *promises* to be updated REAL SOON NOW and includes an animation of a MEN AT WORK sign.
Re: [pygame] mapping logical coordinate ????
Sibtey Mehdi: How to map the logical coordinates in to window coordinates using pygame. I did a mock-up of this at http://zork.net/~nick/tkhasi/ The tactical.py has the classes that do the transformations, and testcamera.py does a quick demo. -- A: No. Nick Moffitt Q: Should I put my reply above quoted text? [EMAIL PROTECTED]
Re: [pygame] mapping logical coordinate ????
Nick Moffitt: The tactical.py has the classes that do the transformations My bad. http://zork.net/~nick/tkhasi/space.py is the file that actually does the coordinate transformations (but remember that positive Y is down on the screen) -- Ill-informed qmail-bashing is better than no Nick Moffitt qmail-bashing at all. [EMAIL PROTECTED] --Don Marti
Re: [pygame] Pixel Spaceships
Kris Schnee: Fun little exercise. Here's my version of the ship generator, attached. Screenshot: http://kschnee.xepher.net/pics/080305pixel_spaceships.jpg I didn't get the cockpit designs right in the way Bollinger did, but tried superimposing a smaller ship design atop a larger one to get a two-tone effect (not seen in that shot). Neat! The cool thing about the Bollinger pixel-based technique is that your bit pattern actually describes a *volume*, so what you're really doing is drawing a border on any empty pixels NSEW of the one specified. You then paint the interior with whatever gradient or pattern you're using separately. Bollinger did everything on a white background (I blame his desktop publishing background, which treats screens as paper (even though black text on a white background is like trying to read the label on a lit fluorescent bulb to me)). For the black background ships I just defined the border as same HSV pattern, but with the value cranked way up and the saturation down a touch or similar. This tended to make a more textured look, which I was quite happy with. I tried rotating a ship to build a list of rotated images, but the rotated versions are often larger than the original, making it hard to figure out where to place them. How can that problem be addressed? As others have said here, it's easier to make a rect of the appropriate size and then just set its center to the center point you want to anchor on. I still get wiggly artifacts with the rotation methods though (haven't tried rotozoom yet). -- N'aimez pas votre voiture? Nick Moffitt Alor, l'heure est arrive pour la brulé! [EMAIL PROTECTED] -- Mark Jaroski
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
René Dudfield: I like space ships. I made some fun Pixel Spaceships: http://zork.net/~nick/pixel/blackspace.py They're based on http://www.davebollinger.com/works/pixelspaceships/ I think they're neat, even if that code is a terrible example of pygame coding. -- These people program the way Victorians dress. Nick Moffitt It takes two hours and three assistants to put on [EMAIL PROTECTED] your clothes, and you have to change before dinner. But everything is modular.-- Miles Nordin, on PAM
Re: [pygame] #pygame on irc.freenode.net
I find it interesting that it's the people who don't actually make use of the #pygame channel who are so eager to evict those who do. I'll tell you folks now: piman is not an easy guy to get along with, but he does genuinely discuss pygame. We've taken to dealing with his attitude by being more playfully absurd around him, and that seems to work well enough. What *doesn't* happen is people coming in to discuss pygame, and some sort of resident cabal of troublemakers chasing them away with, oh, I dunno, comments about their mothers or something. That isn't what's happening. Instead what sparked this mess off was the following exchange: *** TV-LAND FLASHBACK RIPPLE EFFECT *** Pymike entered during a long string of people entering and asking about their inability to reach http://pygame.org, and feeling that he wasn't being heard decided to scream. pymike DOES ANYONE KNOW WHAT'S UP WITH PYGAME.ORG? Spads Not a soul. _raz_ do not shout, stupid Spads the mysteries of pygame.org are unknowable Despite being irritated, _raz_ ventured forth to be helpful. _raz_ the seul.org servers are down, so nothing's up with pygame.org _raz_ damnit At this point, pymike explained his overwhelming sense of entitlement. pymike When I get on an irc channel for pygame I like to get questions answered pymike sheesh Spads pymike: and when I enter a room full of hot ladies, I like to get sexed up by all of them at once Spads pymike: but more often than not they're too busy with one another to notice me * Spads cries in the corner Enter pymike's opinions on the nature of the official channel for pygame. pymike Is this not the official irc channel for pygame? Spads what sort of criteria for official are you hoping for? _raz_ I did not sign a fucking contract to answer your questions, neither did anyone else Spads if you mean Do the board of directors for the Pygame corporation found this channel to answer questions from the lay public in order to increase shareholder value then no _raz_ kisses to you Spads :) And now pymake pleads that he isn't really asking for much, really, and we should not consider it a burden to drop everything and service him. pymike I just came in and asked a simple question Spads if you mean Is there an officer from the People's Sixth International Pygame here to ensure strict compliance to party dogma then yes pymike I thought I could get an answer without getting a lot of bull pymike I'll just email phil hassey or something Exeunt, chased by deserved ridicule. -!- pymike [EMAIL PROTECTED] has left #pygame [] _raz_ and impatiently requested an answer instead of waiting Spads sweet Spads we need fewer of his kind in here Spads let's do that more often _raz_ boy, there I'm telling him, seul.org's down and he even ignores the asnwer _raz_ what the fuck... Spads that's okay Spads phil hassey will write him a carefully-caligraphed letter on perfumed letter stock explaining the status of the pygame.org web site and its reasons for being Spads all stamped in wax and sealed with a kiss Spads phil hassey lipstick marks next to the signature Spads all dotting all the 'i's and 'j's with hearts... Then in came yet another user asking the same question as everybody else, so _raz_ decided to take more definite action. -!- surgy [EMAIL PROTECTED] has joined #pygame -!- surgy is surgy surgy is the website down -!- _raz_ changed the topic of #pygame to: Don't ask to ask, just ask | yes, pygame.org's down due to some problems of the hoster Once this particular storm passed, pymike returned to let us know, and _raz_ took care of things. -!- pymike [EMAIL PROTECTED] has joined #pygame -!- pymike is New Now Know How pymike pygame.org is back -!- _raz_ changed the topic of #pygame to: Don't ask to ask, just ask And that there is about all there is to this ridiculous tale. When you're rude, expect to be met with rudeness. That's all there is to learn from this pointless episode, and we can all stop pontificating about how we need to restrict other people's behavior as some sort of draconian PR policy. -- Information gladly given, but safety requires Nick Moffitt avoiding unnecessary conversation. [EMAIL PROTECTED]
Re: [pygame] #pygame on irc.freenode.net
René Dudfield: never fear... STORM TROOPER SNAKEY IS WATCHING YOU!!! I am filled with hissing light! -- You are not entitled to your opinions. Nick Moffitt [EMAIL PROTECTED]
Re: [pygame] multiple key presses
John Eikenberry: My Kinesis Maxim doesn't have the issue described in the article. I can hold down as many keys as I like (within the limits of 2 hands) and all other keys work fine. When I bought a kinesis keyboard, it was US$180. I'd certainly hope that for that kind of money you'd get a diode in each key! -- The insipid neologism blog appears to mean little more Nick Moffitt than a Web site that *actually* gets updated, as opposed [EMAIL PROTECTED] to one that *promises* to be updated REAL SOON NOW and includes an animation of a MEN AT WORK sign.
Re: [pygame] RPG Quest System
Michael Sullivan: On Wed, 2007-07-04 at 08:03 -0700, Phil Hassey wrote: Use chicken on voodoo lady. (She has the glow-in-the-dark skull on her wall.) Where is the Voodoo lady? The only places I think I can get to are the museum, the arcade, and the tavern Back where you started out! That game is fun, and a great demo of what can be done in very little code at all with pygame. -- Information gladly given, but safety requires Nick Moffitt avoiding unnecessary conversation. [EMAIL PROTECTED]
Re: [pygame] FastRenderGroup revised (update4)
Brian Fisher: We tested a lot of different approaches and tiling was by far the fastest we tried (in C++ anyways). In particular the fastest implementation for us was where each tile has it's own rect, and it does min/max ops on the cells rect to grow it to cover the overlap being the dirty rect and the cell area. Do you have any benchmark figures from these tests you could share? -- As I soared high into the tag cloud Xeni Jardin Nick Moffitt carefully put up for me, I couldn't help but wonder how [EMAIL PROTECTED] high we were above the blogosphere. -- Carlos Laviola
Re: [pygame] FastRenderGroup revised (update4)
René Dudfield: What are the main features of FastRenderGroup? Since I have read earlier versions of this code, and chatted with DR0ID in the #pygame channel about the architecture (I suggested exponential back-off as worth exploring) I'd like to have a go at this. The core of it seems to be the chunk of code that tries two rendering methods every 75th frame and chooses the faster of the two as the method to use for the next 74 frames. It's a benchmark-based system, and could probably be called the BenchmarkingRenderGroup. The jerking stops for me when I make it not oscillate between update, and flip modes. I think maybe an Exponential back off strategy might work... not too sure. I think we should try a few different things when we meet up in two weeks. Some possible different strategies: - figure out the best rendering method in the first 1-3 seconds, then stick with that. - keep checking to see which is the fastest way. Only change modes at most once every 10 seconds. While writing the above, I thought that the name StochasticRenderGroup might be good. Then I stopped to look up the literal definition of a stochastic process, and realized that it did not apply. However, such a process might actually be the solution to removing the sampling jitter. gcide says: 3. (Statistics) of or pertaining to a process in which a series of calculations, selections, or observations are made, each one being randomly determined as a sample from a probability distribution. Consider that when you sample, you have a timing value for the fastest and the slowest method given a particular data set. Use this to calculate a threshold, and compare it against the current rendering time. Keep the rendering time for the previous frame as well, and do comparisons between successive frames and comparisons relative to the tests done earlier. You should also consider attack/sustain values for when to switch, so that you don't end up with bang-bang switching in cases where the two methods have similar speeds. -- How do you get mailings?... from the lists Nick Moffitt 1. suspects [EMAIL PROTECTED] 2. elbows -- Don Saklad
Re: [pygame] 3D sample code
Will McGugan: I don't think it would be pracitcal to render 3D models and blit them in 2D. Happy to be proven wrong though. Well, consider games like powermanga. They generated their sprites using 3-D tools and saved them to disk. When I was working on an SDL game in C, I noted that since I rotated only in integer degrees, I could set up 360-long cache arrays for sprite rotations. This sped up rendering immensely, so long as nothing ever zoomed in or out. So if your 3-D game tends to repeat a few basic perspectives on an object, you may actually consider memoizing renderings to a weakref LRU/MRU structure of some sort. -- Here is the memo if you didn't receive it: GNOME and Nick Moffitt Free Software is all about *SAVING THE WORLD* not [EMAIL PROTECTED] drawing pissy little buttons on the screen. -- Jeff Waugh