Re: [pygame] unsubscribe

2010-01-31 Thread ryan
unity3d is awesome. Its got a few less that desirable limitations here and
there, it also needs some serious help in doing FPS games right now. But for
point and click games or sidescroller games, its the best ive found. The
rate at which you can get things functioning in unity3d engine, that
actually feel good in controls and gameplay mechanics, is really impressive.

and no I still have not figured out how to unsubscribe this thing, but I
think I got it now

On Sun, Jan 31, 2010 at 12:10 PM, Brian Fisher wrote:

> Proprietary, yes, but Unity is cross-platform, not a windows product. To
> Wii, iPhone and the web browser plugin as well - although the platforms are
> all so different you'd need to change lots about a game to target all those
> effectively, it's not a major win. And since Unity is built on Mono, once
> mono supports the Dynamic Language Runtime extensions of .NET, IronPython
> could be used for unity. Then it will taste like snakes. Which taste like
> chicken.
>
> ... but it does not run on OLPC...
>
> On Sun, Jan 31, 2010 at 12:14 AM, Bryce Schroeder <
> bryce.schroe...@gmail.com> wrote:
>
>> Unity3D? Eeew. Windows. Proprietary. And I bet it tastes like gophers,
>> too.
>>
>>
>


Re: [pygame] Working on Improving Font Support for GSOC

2010-01-31 Thread Keith Nemitz

Brian,

I hadn't yet heard about pygame.freetype. So I'll defer my opinion until I get 
a chance to try it. Pyglet also uses freetype, so maybe my worries are over. 
:-) Thank you for asking.

btw, have you seen PyMike's sweet little lib for wrapping PyOpenGl? 

PyGl2d is a nice and simple pygame interface to basic 2d accelerated graphics. 
It's not ready for prime-time yet. I hope he keeps working on it. You can find 
it in the pygame site libraries.


check it out,

Keith Nemitz
Mousechief Co.
"We put mischief in your mouse."




--- On Sun, 1/31/10, Brian Fisher  wrote:

> From: Brian Fisher 
> Subject: Re: [pygame] Working on Improving Font Support for GSOC
> To: pygame-users@seul.org
> Date: Sunday, January 31, 2010, 12:13 PM
> Hey Keith,
>   what were the aspects of pyglet's font rendering
> that impressed you that you'd like to see in pygame?
> Appearance? Speed? Ease of Use?
> 
> 
> On Sat, Jan 30, 2010 at 11:14 AM,
> Keith Nemitz 
> wrote:
> 
> 
> 
> Take a look at pyglet. (pyglet.org) I was impressed by
> their font rendering, but I eventually went back to pygame
> to make product.
> 
> 
> 
> It would be great if you could find what made their fonts
> better and incorporate it into pygame.
> 
> 
> 
> 
> 
> good luck,
> 
> 
> 
> Keith
> 
> 
> 
> 
> 
> 
> 
> --- On Sat, 1/30/10, nikwin 
> wrote:
> 
> 
> 
> > From: nikwin 
> 
> > Subject: [pygame] Working on Improving Font Support
> for GSOC
> 
> > To: pygame-users@seul.org
> 
> > Date: Saturday, January 30, 2010, 11:08 AM
> 
> > Hello,
> 
> >
> 
> > I would like to work on improving the font support of
> 
> > pygame for GSOC.
> 
> > Could someone tell me what are the steps I should take
> to
> 
> > achieve
> 
> > this, and what I can do to start work? Unfortunately,
> my
> 
> > college has a
> 
> > very restrictive firewall, and so the amount of work I
> can
> 
> > do before
> 
> > summer is limited, and I cannot join IRC, but I would
> like
> 
> > to know
> 
> > what is doable.
> 
> >
> 
> > Thank you,
> 
> > Nikhil Murthy
> 
> >
> 
> 
> 
>


Re: [pygame] Working on Improving Font Support for GSOC

2010-01-31 Thread Brian Fisher
Hey Keith,
  what were the aspects of pyglet's font rendering that impressed you that
you'd like to see in pygame? Appearance? Speed? Ease of Use?


On Sat, Jan 30, 2010 at 11:14 AM, Keith Nemitz  wrote:

>
> Take a look at pyglet. (pyglet.org) I was impressed by their font
> rendering, but I eventually went back to pygame to make product.
>
> It would be great if you could find what made their fonts better and
> incorporate it into pygame.
>
>
> good luck,
>
> Keith
>
>
>
> --- On Sat, 1/30/10, nikwin  wrote:
>
> > From: nikwin 
> > Subject: [pygame] Working on Improving Font Support for GSOC
> > To: pygame-users@seul.org
> > Date: Saturday, January 30, 2010, 11:08 AM
> > Hello,
> >
> > I would like to work on improving the font support of
> > pygame for GSOC.
> > Could someone tell me what are the steps I should take to
> > achieve
> > this, and what I can do to start work? Unfortunately, my
> > college has a
> > very restrictive firewall, and so the amount of work I can
> > do before
> > summer is limited, and I cannot join IRC, but I would like
> > to know
> > what is doable.
> >
> > Thank you,
> > Nikhil Murthy
> >
>


Re: [pygame] unsubscribe

2010-01-31 Thread Brian Fisher
Proprietary, yes, but Unity is cross-platform, not a windows product. To
Wii, iPhone and the web browser plugin as well - although the platforms are
all so different you'd need to change lots about a game to target all those
effectively, it's not a major win. And since Unity is built on Mono, once
mono supports the Dynamic Language Runtime extensions of .NET, IronPython
could be used for unity. Then it will taste like snakes. Which taste like
chicken.

... but it does not run on OLPC...

On Sun, Jan 31, 2010 at 12:14 AM, Bryce Schroeder  wrote:

> Unity3D? Eeew. Windows. Proprietary. And I bet it tastes like gophers, too.
>
>


Re: [pygame] frame independant movement

2010-01-31 Thread DR0ID

On 31.01.2010 20:44, Yanom Mobis wrote:
How do you make things happen ingame at a constant speed regardless of 
frames-per-second? For example, i want my game object to move one 
square per second, even if the game is running 30, 45, 60, or 90 fps.





Hi

make it time dependent.


# dt is the time passed since the last frame
# use a dt = min(100, dt) to make sure the longest possible frame is 100 
ms long
# this prevents 'jumps' when a frame took long (as moving the window on 
windows)


def update(self, dt):
self.position += self.velocity * dt


This solution may have other side effects.

~DR0ID


Re: [pygame] frame independant movement

2010-01-31 Thread Luke Paireepinart
On Sun, Jan 31, 2010 at 1:44 PM, Yanom Mobis  wrote:

>  How do you make things happen ingame at a constant speed regardless of
> frames-per-second? For example, i want my game object to move one square per
> second, even if the game is running 30, 45, 60, or 90 fps.
>
>
One way to do this is to use a time delta.
I.E.

prev_time = get_time()
while frames_updating:

update_display()
delta = get_time() - prev_time
move_distance = delta * 64 #(would move 64 pixels per second because
delta is a fraction of a second)
prev_time = get_time()

this is pseudocode, depending on your platform you'll have to figure out
what is best to use for get_time() function.  For example on some platforms
time.time will give you microsecond resolution and on some other platforms
only 1-second resolution.  Pygame has a function you can use for this in the
Clock() module.

Another thing you can do is just use Clock to limit the FPS to 60 or
something, but then your game will run slower if you're not getting 60 fps.


[pygame] frame independant movement

2010-01-31 Thread Yanom Mobis
How do you make things happen ingame at a constant speed regardless of 
frames-per-second? For example, i want my game object to move one square per 
second, even if the game is running 30, 45, 60, or 90 fps.



  

Re: [pygame] Working on Improving Font Support for GSOC

2010-01-31 Thread Jason M. Marshall
Nikhil,

This page lists GSOC ideas:
http://www.pygame.org/wiki/gsoc2010ideas?parent=index

I'm sorry for referring you to The Spectacularly Adequate Automated Pygame 
Build Page so that you could try the pygame.freetype module. I just updated my 
local installation of pygame to the version that's there and I realized that 
the pygame.freetype module wasn't enabled in it!

Jason



From: Nikhil Murthy 
To: pygame-users@seul.org
Sent: Sun, January 31, 2010 2:25:45 AM
Subject: Re: [pygame] Working on Improving Font Support for GSOC

Thank you everyone for your help. I am now looking through the freetype module 
to try to understand how it was done. Clearly if the work is already done, I 
cannot do it now, but I would still like to work on pygame for GSOC. So, I will 
look into things and see what I can do.


On Sun, Jan 31, 2010 at 1:35 AM, Jason M. Marshall  wrote:

>Nikhil,
>
>>Have you tried the new FreeType-2–based font module? It's called 
>>pygame.freetype and it's not in the Pygame 1.9.1 release. Here are resources 
>>that probably aren't blocked by your school's firewall:
>
>>Code:
>http://svn.seul.org/viewcvs/viewvc.cgi/trunk/src/freetype/?root=PyGame
>
>>Documentation:
>http://svn.seul.org/viewcvs/viewvc.cgi/trunk/src/freetype.doc?revision=2617&root=PyGame
>
>>Builds:
>http://thorbrian..com/pygame/builds.php
>
>>There's still room for improving the pygame.freetype module (but perhaps not 
>>enough rscope for a GSOC project). I suspect that the SDL_ttf-based 
>>pygame.font will be completely replaced by pygame.freetype at some time in 
>>the future.
>
>>Jason
>
>
>
>
>>- Original Message 
>>From: nikwin 
>
>To: pygame-users@seul.org
>
>Sent: Sat, January 30, 2010 1:08:32 PM
>>Subject: [pygame] Working on Improving Font Support for GSOC
>
>
>Hello,
>
>>I would like to work on improving the font support of pygame for GSOC.
>>Could someone tell me what are the steps I should take to achieve
>>this, and what I can do to start work? Unfortunately, my college has a
>>very restrictive firewall, and so the amount of work I can do before
>>summer is limited, and I cannot join IRC, but I would like to know
>>what is doable.
>
>>Thank you,
>>Nikhil Murthy
>
>
>
>
>



  

Re: [pygame] unsubscribe

2010-01-31 Thread Vitor Bosshard
2010/1/31 Russell Cumins :
> LOL...While I concur with the sentiments. You do all realise that he has
> probably managed to un-subscribe by now?

Yes, but continual brainwashing is required to prevent a mass exodus.

Vitor


Re: [pygame] unsubscribe

2010-01-31 Thread Alexandre Quessy
Eeew! At least OpenSceneGraph, please ! Not Unity3D!!

Bryce Schroeder wrote:
> Unity3D? Eeew. Windows. Proprietary. And I bet it tastes like gophers, too.
> 
> On Sat, Jan 30, 2010 at 11:48 PM, Luke Paireepinart
>  wrote:
>>
>> On Sun, Jan 31, 2010 at 12:25 AM, ryan  wrote:
>>> yes it would appear I did do that wrong.
>>> thank you, and goodbye pygame!
>>>
>>> ive moved onto unity3d and have no need for pygame
>> Oh man, what are we going to do without you?
>>
>>
>>> On Sat, Jan 30, 2010 at 9:27 PM, Russell Cumins 
>>> wrote:
 Try this, if you haven't already.
 http://www.mail-archive.com/pygame-users@seul.org/msg12606.html

 On 31 January 2010 05:14, Luke Paireepinart 
 wrote:
> you're doing it wrong, I think.
>
> On Sat, Jan 30, 2010 at 10:05 PM, ryan  wrote:
>> unsubscribe
>>
> 


Re: [pygame] unsubscribe

2010-01-31 Thread Nirav Patel
Totally.  For those looking for a nice 3D game development
framework/engine to use, check out Irrlicht [0], Ogre [1], or Panda3d
[2].  All three are open source, cross platform, and have python
versions.

[0]: http://irrlicht.sourceforge.net/
[1]: http://www.ogre3d.org/
[2]: http://www.panda3d.org/

Nirav

On Sun, Jan 31, 2010 at 12:14 AM, Bryce Schroeder
 wrote:
> Unity3D? Eeew. Windows. Proprietary. And I bet it tastes like gophers, too.
>
> On Sat, Jan 30, 2010 at 11:48 PM, Luke Paireepinart
>  wrote:
>>
>>
>> On Sun, Jan 31, 2010 at 12:25 AM, ryan  wrote:
>>>
>>> yes it would appear I did do that wrong.
>>> thank you, and goodbye pygame!
>>>
>>> ive moved onto unity3d and have no need for pygame
>>
>> Oh man, what are we going to do without you?
>>
>>
>>>
>>> On Sat, Jan 30, 2010 at 9:27 PM, Russell Cumins 
>>> wrote:

 Try this, if you haven't already.
 http://www.mail-archive.com/pygame-users@seul.org/msg12606.html

 On 31 January 2010 05:14, Luke Paireepinart 
 wrote:
>
> you're doing it wrong, I think.
>
> On Sat, Jan 30, 2010 at 10:05 PM, ryan  wrote:
>>
>> unsubscribe

>>>
>>
>>
>


Re: [pygame] Working on Improving Font Support for GSOC

2010-01-31 Thread Nikhil Murthy
Thank you everyone for your help. I am now looking through the freetype
module to try to understand how it was done. Clearly if the work is already
done, I cannot do it now, but I would still like to work on pygame for GSOC.
So, I will look into things and see what I can do.

On Sun, Jan 31, 2010 at 1:35 AM, Jason M. Marshall  wrote:

> Nikhil,
>
> Have you tried the new FreeType-2–based font module? It's called
> pygame.freetype and it's not in the Pygame 1.9.1 release. Here are resources
> that probably aren't blocked by your school's firewall:
>
> Code:
> http://svn.seul.org/viewcvs/viewvc.cgi/trunk/src/freetype/?root=PyGame
>
> Documentation:
>
> http://svn.seul.org/viewcvs/viewvc.cgi/trunk/src/freetype.doc?revision=2617&root=PyGame
>
> Builds:
> http://thorbrian..com/pygame/builds.php
>
> There's still room for improving the pygame.freetype module (but perhaps
> not enough rscope for a GSOC project). I suspect that the SDL_ttf-based
> pygame.font will be completely replaced by pygame.freetype at some time in
> the future.
>
> Jason
>
>
>
> - Original Message 
> From: nikwin 
> To: pygame-users@seul.org
> Sent: Sat, January 30, 2010 1:08:32 PM
> Subject: [pygame] Working on Improving Font Support for GSOC
>
> Hello,
>
> I would like to work on improving the font support of pygame for GSOC.
> Could someone tell me what are the steps I should take to achieve
> this, and what I can do to start work? Unfortunately, my college has a
> very restrictive firewall, and so the amount of work I can do before
> summer is limited, and I cannot join IRC, but I would like to know
> what is doable.
>
> Thank you,
> Nikhil Murthy
>
>
>
>
>


Re: [pygame] unsubscribe

2010-01-31 Thread Russell Cumins
LOL...While I concur with the sentiments. You do all realise that he has
probably managed to un-subscribe by now?

On 31 January 2010 08:14, Bryce Schroeder  wrote:

> Unity3D? Eeew. Windows. Proprietary. And I bet it tastes like gophers, too.
>
> On Sat, Jan 30, 2010 at 11:48 PM, Luke Paireepinart
>  wrote:
> >
> >
> > On Sun, Jan 31, 2010 at 12:25 AM, ryan  wrote:
> >>
> >> yes it would appear I did do that wrong.
> >> thank you, and goodbye pygame!
> >>
> >> ive moved onto unity3d and have no need for pygame
> >
> > Oh man, what are we going to do without you?
> >
> >
> >>
> >> On Sat, Jan 30, 2010 at 9:27 PM, Russell Cumins  >
> >> wrote:
> >>>
> >>> Try this, if you haven't already.
> >>> http://www.mail-archive.com/pygame-users@seul.org/msg12606.html
> >>>
> >>> On 31 January 2010 05:14, Luke Paireepinart 
> >>> wrote:
> 
>  you're doing it wrong, I think.
> 
>  On Sat, Jan 30, 2010 at 10:05 PM, ryan  wrote:
> >
> > unsubscribe
> >>>
> >>
> >
> >
>


Re: [pygame] unsubscribe

2010-01-31 Thread Bryce Schroeder
Unity3D? Eeew. Windows. Proprietary. And I bet it tastes like gophers, too.

On Sat, Jan 30, 2010 at 11:48 PM, Luke Paireepinart
 wrote:
>
>
> On Sun, Jan 31, 2010 at 12:25 AM, ryan  wrote:
>>
>> yes it would appear I did do that wrong.
>> thank you, and goodbye pygame!
>>
>> ive moved onto unity3d and have no need for pygame
>
> Oh man, what are we going to do without you?
>
>
>>
>> On Sat, Jan 30, 2010 at 9:27 PM, Russell Cumins 
>> wrote:
>>>
>>> Try this, if you haven't already.
>>> http://www.mail-archive.com/pygame-users@seul.org/msg12606.html
>>>
>>> On 31 January 2010 05:14, Luke Paireepinart 
>>> wrote:

 you're doing it wrong, I think.

 On Sat, Jan 30, 2010 at 10:05 PM, ryan  wrote:
>
> unsubscribe
>>>
>>
>
>