Re: [pygame] GSoC: Improved Sprite and scene system

2009-03-21 Thread James Paige
On Thu, Mar 19, 2009 at 10:39:23PM -0300, Erisvaldo Junior wrote:
 Hi Peter,
 
 Thanks for your feedback. I'll add the collision improvements in my 
 proposal.
 
 Do you people agree that Sprites should be removed from Pygame?

Absolutely not!
That would totally break a large number of older pygame games if one 
tried to run them with a newer spriteless version of pygame.

---
James Paige


[pygame] gsoc idea sqlite db for pygame

2009-03-21 Thread John Robinson
I have an idea for a proposal for gsoc.My interest in game development is with 
games with deep datasets(RPG,strategy games,etc)These projects tend to be 
intensive, which is why I haven't posted a game project myself (yet).

One of the major problems I have encountered in development is an effective way 
of dealing with the massive amounts of data these games need.When you need to 
deal with, in a RPG for instance, player and npc hitpoints, experience points, 
items etc, handling all the data can get difficult.
While looking for a solution to this data situation,
I recently started experimenting with the pySqlite wrapper for the sqlite 
databases.It has some
good qualities that could be useful in Pygame.Its relatively small.It's 
serverless, so problems with setting up a server and client system would be 
mitigated.The pySqlite wrapper around Sqlite is solid, and full-featured.
A class could be built around pySqlite to help abstract some of the data,so you 
wouldn't necessarily have to know SQL to add and retrieve data from the 
database(i've built a module to do that already).
I'm interested if anyone thinks this would be a good addition to Pygame, and 
whether this would a good
GSoc project.
Thanks
John Robinson





[pygame] GSoC Proposal: Basic gui system

2009-03-21 Thread Jug
Hi,

I would really like to have a pygame.gui module. Many/all pygame
programs need to have a user interface and often it's more than two
buttons. Thats always the same and why always reinvent the wheel?
There are some pygame guis but I neither like dependences nor I want
to redistribute external modules. In addition, I haven't yet found the
ultimate pygame gui (if there is one, include that).
So, I think it would be cool to have a well thought out, easy
extensible gui system within pygame including some basic elements like
button, label, entry, etc. and a kind of geometry manager.
Of course you can write that yourself every time you need it but (i
think) its not fun but only waste of time.

Regards
Jug


Re: [pygame] GSoC Proposal: Basic gui system

2009-03-21 Thread Frozenball
On Sat, Mar 21, 2009 at 1:39 PM, Jug j...@fantasymail.de wrote:
 Hi,

 I would really like to have a pygame.gui module. Many/all pygame
 programs need to have a user interface and often it's more than two
 buttons. Thats always the same and why always reinvent the wheel?
 There are some pygame guis but I neither like dependences nor I want
 to redistribute external modules. In addition, I haven't yet found the
 ultimate pygame gui (if there is one, include that).
 So, I think it would be cool to have a well thought out, easy
 extensible gui system within pygame including some basic elements like
 button, label, entry, etc. and a kind of geometry manager.
 Of course you can write that yourself every time you need it but (i
 think) its not fun but only waste of time.

 Regards
 Jug


Yes, a good GUI module included by default sounds nice. I have used
Ocempgui but it was too slow for my purposes.


Re: [pygame] GSoC Proposal: Basic gui system

2009-03-21 Thread Marcus von Appen
On, Sat Mar 21, 2009, Jug wrote:

 Hi,
 
 I would really like to have a pygame.gui module. Many/all pygame
 programs need to have a user interface and often it's more than two
 buttons. Thats always the same and why always reinvent the wheel?
 There are some pygame guis but I neither like dependences nor I want
 to redistribute external modules. In addition, I haven't yet found the
 ultimate pygame gui (if there is one, include that).

Which is why a GUI backend within pygame was never realised. There is no
ultimate design approach and having just a bunch of abstract base
classes for users to implement is not worth the work :-).

 So, I think it would be cool to have a well thought out, easy
 extensible gui system within pygame including some basic elements like
 button, label, entry, etc. and a kind of geometry manager.

If you can find some good reasons, why that system would be better,
easier and more extensible than all the solutions available, go
ahead. Be aware however, that this will probably cause a lot of
discussion about the pros and cons.

Regards
Marcus


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[pygame] Searching for a mentor

2009-03-21 Thread Ivan Popov
Hello all!

Firstly, let me introduce myself - my name is Ivan Popov and I am a
PhD student in Bioinformatics. However, I have the hobby of writing
Python programs and as a home project I have created my own RLRPG. You
can find some information about it on http://artisan.hit.bg.

I'd like to enter  the Google Summer of Code as a student with one of
the Pygame projects. Unfortunately the project in question - Improved
sprite and scene system still doesn't have a mentor assigned. Thus I
am writing to ask if there is anyone willing to be my mentor for the
project. I haven't used any graphics in a game, so it will be
interesting to do.

Conversely, if no mentor is available, I'd like to work on the
pgreloaded example suite. I'll be happy to study pgreloaded and
build a set of helpful examples.

I am very comfortable with writing Python code, and have some experience in C++.

I am looking forward to hearing any suggestions and advice and working
in the Pygame community!

Ivan


Re: [pygame] Re: a gsoc idea: networking

2009-03-21 Thread Forrest Voight
You need a centralized server ... even if all it does is provide the
addresses of several hosts. How else would you find even one host?

On Thu, Mar 19, 2009 at 7:27 PM, Michael George mdgeo...@cs.cornell.edu wrote:
 Tyler Laing wrote:

 Haha, point taken. Sorry about that. As a student, I think that one or
 the other would make a good project, as both would be too much work.

 -Tyler


 I totally agree.

 --Mike




Re: [pygame] gsoc idea sqlite db for pygame

2009-03-21 Thread Marcus von Appen
On, Sat Mar 21, 2009, John Robinson wrote:

 I have an idea for a proposal for gsoc.My interest in game development
 is with games with deep datasets(RPG,strategy games,etc)These projects
 tend to be intensive, which is why I haven't posted a game project
 myself (yet).

 One of the major problems I have encountered in development is an
 effective way of dealing with the massive amounts of data these games
 need.When you need to deal with, in a RPG for instance, player and npc
 hitpoints, experience points, items etc, handling all the data can get
 difficult.

Massive amounts of data to deal with means usually to deal with them
fast. This in turn means to have fast data request handlers, low
response times and so on.

 While looking for a solution to this data situation,
 I recently started experimenting with the pySqlite wrapper for the
 sqlite databases.It has some good qualities that could be useful in
 Pygame.Its relatively small.It's serverless, so problems with setting
 up a server and client system would be mitigated.The pySqlite wrapper
 around Sqlite is solid, and full-featured.

 A class could be built around pySqlite to help abstract some of the
 data,so you wouldn't necessarily have to know SQL to add and retrieve
 data from the database(i've built a module to do that already).

 I'm interested if anyone thinks this would be a good addition to
 Pygame, and whether this would a good GSoc project.

Data storage layers of that kind lack two things: a useful reason about
why that should take three full months of development and not just a
week and how to keep them reasonably fast for situations where a
database keeping lots of information is needed.

If I have 5 different tables (let's say n:m and 1:n relations), keeping
queries over all or a combination of a few of them fast enough is mostly
done by performant, optimised queries on filtered and joined
subsets. How would such situations be realised by that abstraction layer
you think about? What other features except for hiding SQL would the
layer offer?

Regards
Marcus


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[pygame] Re: GSoC Proposal: Basic gui system

2009-03-21 Thread Jug
On 21 Mrz., 16:48, Marcus von Appen m...@sysfault.org wrote:

 Which is why a GUI backend within pygame was never realised. There is no
 ultimate design approach and having just a bunch of abstract base
 classes for users to implement is not worth the work :-).

Then it should be a GSoC task to search for it. Surely the existing
GUIs
(or some of them) are not completely useless, but some are not
supported/developed
any longer, some are in an pre-alpha stadium, some work fine but have
defects in their concept so that extending/writing own widgets is very
difficult.

 If you can find some good reasons, why that system would be better,
 easier and more extensible than all the solutions available, go
 ahead. Be aware however, that this will probably cause a lot of
 discussion about the pros and cons.

If there were a pygame.gui module, it would be developed faster,
programmers could help with posting new widgets they made and
bugs and ideas could be handled faster.

If you think it's too much work, call a vote, take the best pygame
gui,
put it into pygame and start helping to develop and improve it. But I
think most of the work will be to think about an easy but powerful
concept for a game gui. The implementing part should be less work
and less difficult.

Regards
Jug


Re: [pygame] Re: a gsoc idea: networking

2009-03-21 Thread Michael George
True, but if the named server was a seed rather than the whole service, 
than it could be hopefully hosted cheap (maybe even sf or pygame would 
be willing to host it).


--Mike

Forrest Voight wrote:

You need a centralized server ... even if all it does is provide the
addresses of several hosts. How else would you find even one host?

On Thu, Mar 19, 2009 at 7:27 PM, Michael George mdgeo...@cs.cornell.edu wrote:
  

Tyler Laing wrote:


Haha, point taken. Sorry about that. As a student, I think that one or
the other would make a good project, as both would be too much work.

-Tyler

  

I totally agree.

--Mike







Re: [pygame] GSoC Proposal: Basic gui system

2009-03-21 Thread Ian Mallett
On Sat, Mar 21, 2009 at 8:48 AM, Marcus von Appen m...@sysfault.org wrote:

 Which is why a GUI backend within pygame was never realised. There is no
 ultimate design approach and having just a bunch of abstract base
 classes for users to implement is not worth the work :-).

I completely agree.  Arguably, making a GUI from scratch can be time
consuming, but GUI's tend to differ a lot.  For example, some games, such as
asteroids and other arcade games, need simple centered menus.   My new image
filtering program has a GUI that emphasizes linking windows and other
stuff.  It would be hard--in my view impossible--to generalize all the
possible needs down to a few classes and have it still be easier to use than
an improvised solution.
Ian


Re: [pygame] GSoC Proposal: Basic gui system

2009-03-21 Thread RB[0]
Having written a few pygame guis, I agree with Marcus and Ian.
But, having said that, it would be possible to make a powerful enough gui
that is rather abstract, but still is useful, you just need to do it
correctly. A basic gui that fits in with the event system (to get, suppress,
and return), with app and widget classes that can handle every kind of
input/rendering would suffice for the extensibility.
Then you can add simple things like buttons/labels/etc.

I am sure a lot of people would use it - which may be reason enough to do
it. But personally I still don't think it will be worth it - simple widgets
are trivial to write...

Cheers

On Sat, Mar 21, 2009 at 4:08 PM, Ian Mallett geometr...@gmail.com wrote:

 On Sat, Mar 21, 2009 at 8:48 AM, Marcus von Appen m...@sysfault.orgwrote:

 Which is why a GUI backend within pygame was never realised. There is no
 ultimate design approach and having just a bunch of abstract base
 classes for users to implement is not worth the work :-).

 I completely agree.  Arguably, making a GUI from scratch can be time
 consuming, but GUI's tend to differ a lot.  For example, some games, such as
 asteroids and other arcade games, need simple centered menus.   My new image
 filtering program has a GUI that emphasizes linking windows and other
 stuff.  It would be hard--in my view impossible--to generalize all the
 possible needs down to a few classes and have it still be easier to use than
 an improvised solution.
 Ian



Re: [pygame] GSoC Proposal: Basic gui system

2009-03-21 Thread Greg Ewing

On, Sat Mar 21, 2009, Jug wrote:


So, I think it would be cool to have a well thought out, easy
extensible gui system within pygame including some basic elements like
button, label, entry, etc. and a kind of geometry manager.


You might like to take a look at Albow and see
whether it would meet any of your needs:

http://www.cosc.canterbury.ac.nz/greg.ewing/python/Albow/

--
Greg