Re: [pygame] The gsoc physics module, bug fixing?
Hi Marcus! Yep, it seems to work fine. Perhaps you could explain why vectors are represented as complex? When trying to get position, how does one get the horizontal and vertical coordinates from the complex? /Peter On 2008-07-20 (Sun) 18:11, Marcus von Appen wrote: On, Thu Jul 10, 2008, Peter Gebauer wrote: Hi Zhang and Marcus! Thanks for your careful attention to my works :-) I follow your repos updates on a daily basis, it's fun to watch it grow and become a Python module. Perhaps tests can have a separate build target and not link glut/gl to the physics.so file? Just a short notice, that anything should be fine again in rev. 1523. The OpenGL stuff was removed. Regards Marcus
[no subject]
help
[pygame] Re:
2008/7/21 David Goldsmith [EMAIL PROTECTED]: help Yes, I also need it!! ;)
Re: [pygame] Re:
Sorry 'bout that, meant to send it to majordomo. :-( DG --- On Mon, 7/21/08, Gonzalo Castro [EMAIL PROTECTED] wrote: From: Gonzalo Castro [EMAIL PROTECTED] Subject: [pygame] Re: To: pygame-users@seul.org Date: Monday, July 21, 2008, 12:12 PM 2008/7/21 David Goldsmith [EMAIL PROTECTED]: help Yes, I also need it!! ;)
[pygame] Re: (no subject)
On Mon, Jul 21, 2008 at 3:10 PM, David Goldsmith [EMAIL PROTECTED] wrote: help Start here: http://pygame.org/news.html Happy Programming! -- b h a a l u u at g m a i l dot c o m Kid on Bus: What are you gonna do today, Napoleon? Napoleon Dynamite: Whatever I feel like I wanna do. Gosh!
Re: [pygame] [PATCH] fix incorrect behavior and performance in mask.get_bounding_rects()
I found a different bug in the patch I wrote anyway, so its good it wasn't included. The latest code I have in my repo has the bug fixed. Nirav On Tue, Jul 15, 2008 at 11:54 PM, René Dudfield [EMAIL PROTECTED] wrote: hi, I think we'll add all of your patches after 1.8.1 is released this weekend. Nicholas and I wrote some tests for Mask.get_bounding_rects, and transform.threshold... However I think it's a bit late to test them properly still, and might as well add them to pygame 1.9 starting this weekend. cheers, On Sun, Jul 13, 2008 at 12:53 PM, René Dudfield [EMAIL PROTECTED] wrote: Thanks for the patch. I'm looking it over today. Firstly I'm writing some more extensive test cases for it. cheers, On Sat, Jul 12, 2008 at 4:28 PM, Nirav Patel [EMAIL PROTECTED] wrote: In testing some computer vision stuff I was writing, I found that mask.get_bounding_rects() often split a connected component into multiple bounding boxes. Specifically in the following case: 0011 It would split the 11 in the first row and the in the second row into separate connected components, and therefore separate bounding boxes. I wrote a new version of it based on the algorithm I used in mask.connected_component. It correctly detects connected components, and there is also a side benefit of an, on average, 2x increase in performance. I attached the functions that I changed, and the full mask.c is available in my repo, though it also contains other functions that I'm proposing for 1.9. http://git.n0r.org/?p=pygame-nrp;a=blob;f=src/mask.c Nirav
[pygame] draw transparent representation of field of view
I want to represent field of view for non-moving characters in my turn-based game. The problem is that I want it to change depending on the gameworld. i.e. If a tree is in the way of the FOV I want it to change accordingly. Any ideas how to accomplish this? thx _ Explore the seven wonders of the world http://search.msn.com/results.aspx?q=7+wonders+worldmkt=en-USform=QBRE
Re: [pygame] draw transparent representation of field of view
If this is graphical, I found: http://arainyday.se/projects/python/Shadows/ http://pygame.org/gamelets/games/sniper.tar.bz2 or is this like an AI thing? Ian
Re: [pygame] draw transparent representation of field of view
Cool. Good luck! I