Re: [pygame] Blog posts on a pygame+pyopengl project

2011-07-20 Thread Jake b
Cool! I missed this email. I like the images, and diagrams.

Are you planning on ability to edit or create a new world?



Have you thought of doing a Terarria map viewer? (It's similar in a lot of
ways, but from the side view its 2d only.)

I found a few python interfaces to the map file:

   -
   
http://www.terrariaonline.com/threads/programmerss-resource-python-interface-for-world-files.33032/
   - Details on map file format:
   
http://www.terrariaonline.com/threads/map-format-documentation.16553/#post-232921
   - python map generator:
   https://bitbucket.org/cryzed/terraria-map-generator/src
   - output image of viewer world:
   
http://www.terrariaonline.com/threads/python-world-viewer-windows-mac-linux.33725/
   - pixel-ly panning viewer:
   http://www.terrariaonline.com/threads/terraria-map-viewer.4226/

-- 
Jake


[pygame] Blog posts on a pygame+pyopengl project

2011-06-07 Thread Weeble
This was already retweeted by @pygame_org, but at the time none of the
actual articles were up. I'm writing a series of blog posts on a
Minecraft map viewer that I've been writing using Pygame, PyOpenGL and
numpy. I thought it might be of interest to others dabbling in
PyOpenGL with Pygame.

http://clockworkcodex.blogspot.com/2011/05/minecraft-mapping-with-python-pygame.html