Michael George wrote:
Having recently taught a data structures course I'm forced to point out
that for some number of fish, inserting into the queue will become a
bottleneck,
Actually, it's not the number of fish that determines when this
will become a bottleneck, but the typical number of eve
Yeah, a time queue is the way to go, don't bother with threads. On each
update, you can get the current time (pygame.time, or pygame.clock), and
pass that into your time queue. The time queue, will look something like
this:
[(5.0,eat,fish1),(6.5,eat,fish2)]
At each iteration, you continue to p
Having recently taught a data structures course I'm forced to point out
that for some number of fish, inserting into the queue will become a
bottleneck, and you're better off using a priority queue (heap).
--Mike
Laura Creighton wrote:
The first time I did something like that I made a fish cl
"Simon Wittber" <[EMAIL PROTECTED]>
> On 7/20/07, Daniel Nixon <[EMAIL PROTECTED]> wrote:
>> What is the best way to go about such a thing? Use MVC and run the
>> model in its own thread? If that is the case what is the best way to
>> keep track of the passage of actual time within the model?
>
> T
[mailto:[EMAIL PROTECTED]
Behalf Of Daniel Nixon
Sent: Friday, July 20, 2007 00:20
To: pygame-users@seul.org
Subject: [pygame] time progression independent of game "ticks"
Hi list,
I'm working on a game in which the player looks after a fishtank full
of fish. Each fish ages, gestates
The first time I did something like that I made a fish class which
did things like get-hungry. Each fish stored its time of creation
and time of last feeding, mating, egg-laying etc. Then I kept doing:
for every fish:
check the time of day, and update the fishes' state
On 7/20/07, Daniel Nixon <[EMAIL PROTECTED]> wrote:
What is the best way to go about such a thing? Use MVC and run the
model in its own thread? If that is the case what is the best way to
keep track of the passage of actual time within the model?
This may or may not help:
http://entitycrisis.b
"Daniel Nixon" <[EMAIL PROTECTED]> wrote:
> What advantage does calling pygame.time.wait() have over simply
> lowering the frame rate passed to .tick()?
I should really leave this one for folks who have been deeper into the SDL
C code, but my understanding is that (at least until recently) for sma
I've been using something like myClock.tick(60), but that's for no
other reason than 60 seems to be popular in most of the examples I've
read. I doubt my game will require such a high frame rate.
Aiming for 60fps seems to cause the game to take an entire core for
itself, but using your wait time
"Daniel Nixon" <[EMAIL PROTECTED]> wrote:
> Thanks Ian, Dave. Passing down the milliseconds sounds like the way to
> go. Thanks for the great advice. :)
Actually, let me refine my suggestion.
Back a month or more ago, I kicked off the whole "a CPU is not a saw"
thread with a discussion very simil
OK, I agree, it is probably not the most accurate way to do it, I'm assuming
that the problem is that the game won't run basically the same speed and
cumulative errors aren't relevant (ex: the speed the fish swims won't be
exactly the same but close enough).
Ian
Thanks Ian, Dave. Passing down the milliseconds sounds like the way to
go. Thanks for the great advice. :)
On 7/20/07, Dave LeCompte (really) <[EMAIL PROTECTED]> wrote:
"Ian Mallett" <[EMAIL PROTECTED]> wrote:
> You could try:
> "http://www.pygame.org/docs/ref/time.html#pygame.time.Clock";
> wit
"Ian Mallett" <[EMAIL PROTECTED]> wrote:
> You could try:
> "http://www.pygame.org/docs/ref/time.html#pygame.time.Clock";
> with Clock.tick(framerate) which would normalize the speed of the program
> on any computer.
I wouldn't go about it that way - tick(framerate) tries to achieve the
framerate,
You could try: "http://www.pygame.org/docs/ref/time.html#pygame.time.Clock";
with Clock.tick(framerate) which would normalize the speed of the program on
any computer. Then you wouldn't have to deal with any of the annoying
stuff. Of course this means that cutting edge computers would have no
fa
Hi list,
I'm working on a game in which the player looks after a fishtank full
of fish. Each fish ages, gestates while pregnant, grows hungrier, etc.
For arguments sake lets say 15 minutes = 1 fish year. I want this
passage of time to be independent of frame rate and iterations through
the main g
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