Re: [pygame] Re: Need a lot of help with 'virtual' board game
There are several ways to do that - you could make territories be a collection of small tiles, or you could use some sort of polygon system. On Tue, Jun 30, 2015 at 7:51 PM, Michael wrote: > Quick question: > For my game I want territories that are different shapes, not tiles, is it > done the same way? or is there another process completely? > > > > -- > View this message in context: > http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1973.html > Sent from the pygame-users mailing list archive at Nabble.com. >
Re: [pygame] Can I download all game source files easily?
I would second checking out pyweek - you can go to a list of all entries in a given competition, and download from links there quite rapidly. Older Pyweek's some people made large torrents and zips for people to download to relieve pressure on the server, not sure if anyone does those anymore, been years. Good luck! On Tue, Feb 17, 2015 at 12:28 PM, bw wrote: > Hey there. Unfortunately the projects on pygame.org are only > informational. They link to offsite hosting services for the game files. > And the project pages fall out of maintenance because the authors move on, > and as you've seen hosting services come and go. > > You could try Firefox web browser with the Slashgot or DownThemAll plugin. > These are very convenient for selectively grabbing files from the links on > a page. I'd spend a half hour grabbing, and then look through my download > directory to see what I got. But this is going to get you a lot of duds and > mystery zips, and things that aren't games or interesting toys. So the > treasure hunt you've been on is probably the most fruitful approach. > > Another interesting place to find working and often polished games is > pyweek.org. There are Python games using various libraries, though many > of the games there use pygame. > > Cheers, > Gumm > > > On 2/17/2015 8:03 AM, shibbiddyd wrote: > >> I am teaching a workshop to kids this week. I would like to demonstrate >> and >> read a variety of source code from pygame projects. >> >> Is there an FTP, directory, or archive to easily download every pygame's >> source code? >> >> There are many games and links to follow (600+), and it is a tedious >> process. I have trouble downloading from some of the sites. Some >> websites >> are down or do not exist anymore. Some are blocked at work (rapidshare, >> megaupload, and sourceforge). Some are confusing. I have downloaded many >> individually, but it is very time consuming and I am nowhere near >> complete. >> >> I used this link last year and the kids loved it: >> http://inventwithpython.com/inventwithpython.zip >> But it only shows a small sample set of what PyGame can do. >> >> Thank you for everything you do! This is another incredible library for >> the >> amazing python programming language. >> >> >> >> -- >> View this message in context: http://pygame-users.25799.x6. >> nabble.com/Can-I-download-all-game-source-files-easily-tp1733.html >> Sent from the pygame-users mailing list archive at Nabble.com. >> > >
Re: [pygame] PYGGEL reboot
I have been looking at a few of these, most seemed insufficient but I haven't seen that one, I will take a look. Thanks! On Sun, Jan 25, 2015 at 1:11 PM, DR0ID wrote: > On 2015-01-22 02:27, Matt Roe wrote: > > Hey everyone, > > For anyone who used to remember me, I made quite a few (unfinished :( ) > game engines back several years ago on Pygame. > One of them in particular, PYGGEL, has been getting active again of late, > with several people asking me about it and if I am still developing and > things such as that. > > With all of this I have decided to reboot the project, using more modern > techniques (at the very least not just using display lists for everything) > - and I was curious if there was anyone else out there who would care to > help out? > > I have been doing a semi-weekly (took a break over the holidays) video > segment on my twitch stream (twitch.tv/ajaxvm) called "Let's Make a Game" > - which has been rather successful, but otherwise, I haven't really done > any game development (let alone OpenGL) in several years. > > In short, I am really rusty, so if anyone is interested in a Python > based 3d game engine (using Pygame/PyOpenGL) - or have been looking for > something like this, I'd love to here from you. > Or, if you have any suggestions for features or libraries I could include > to help make it work better. > > last I checked PyOde was still the best physics library, so I'll > probably be looking to use that both for phsyics but also for animations of > joints - but I don't know if there is a better alternative. > I also would love to be able to find some sort of object loader that would > load 3d objects that also include animations or something, as the engine in > it's last state only supported OBJ. > > That's it for now, just thought I'd mention, and see what interest there > might be in something like this still. > > Cheers, > Ajax (RB[0] from old days) > > > > Hi > > Does anyone know about assimp? > > https://github.com/assimp > > Has someone experience with it? > > There is a python interface for it. > > I have never used it nor do I have experience with it. I kept it in mind > if one day I would do something 3d. Maybe it will help. > > ~DR0ID > >
Re: [pygame] PYGGEL reboot
Thanks Al. The mailing group is here: https://groups.google.com/forum/#!forum/pyggel-dev Not sure if I can invite to it, but it is public. On Sun, Jan 25, 2015 at 1:58 AM, Al Sweigart wrote: > I won't have time (nor do I have the experience) to help with the > engine, but if you get to the point of having a somewhat working > version I would be willing to qa and write unit tests for it. > > If there's a mailing list for this project, please send me an invite. > > -Al > > On Sun, Jan 25, 2015 at 12:01 PM, bw wrote: > > The pyglet author remade the pyopengl interface in ctypes, which I seem > to > > recall performs noticably faster than the wrapper that comes with > pyopengl. > > This may be a valuable consideration in your choice of wrapper. > > > > pyglet's batching is designed for 2D rendering, and was wasted on the > > old-style 3D primitives demos that I learned from. In essence I was using > > pyglet pretty much the same way I used pygame. I could not figure out > how to > > leverage pyglet for shaders, so being a nub, I gave up. > > > > For what it's worth, no opinions, just experiences. > > > > Gumm > > > > > > On 1/24/2015 2:39 PM, Sam Bull wrote: > >> > >> On sab, 2015-01-24 at 21:23 +0100, Lucas Wagner wrote: > >>> > >>> pyglet is both 2d and 3d. Try the attached (if attachments are > >>> allowed, otherwise consider the opengl example coming with pyglet) and > >>> press F1, F2, and F3 to change between 2d (pygame-like), 3d isometric, > >>> and 3d perspective views. > >> > >> At a quick glance it appears that the only pyglet code in that example > >> is to setup an OpenGL context. The rest of the code is OpenGL, which is > >> what is actually drawing in 3D, and old-style (deprecated) OpenGL at > >> that. > >> > >> It's interesting that pyglet appears to package OpenGL as a submodule > >> though. > >> > >> I'm pretty sure that example would work identically if I changed the > >> couple of pyglet calls with calls to pygame. And changed the > >> 'from pyglet.gl import *' import to 'from OpenGL.GL import *' in order > >> to use pyopengl directly. > >> > >> > >> Anyway, the important thing is that this example uses OpenGL directly. > >> The point of the discussed 3D graphic library is to provide a layer of > >> abstraction over OpenGL, to support loading models from files etc. > >> > >> This way you would be able to load a model and draw it into a scene with > >> only a couple of calls. Rather than messing around with all the low > >> level OpenGL stuff. > > > > >
Re: [pygame] PYGGEL reboot
Yes, pyglet, being built on OpenGL, has support for 3d, but you are simply working with GL primitives there - it is not a game engine, rather a multimedia library, which is not the purpose of PYGGEL. You can do all those things in Pygame as well as pyglet - hence my familiarity with it still being a determining factor. If you are interested as the project progresses to contribute toward a pyglet port I would be more than happy to help with it though. On Sat, Jan 24, 2015 at 1:23 PM, Lucas Wagner wrote: > pyglet is both 2d and 3d. Try the attached (if attachments are allowed, > otherwise consider the opengl example coming with pyglet) and press F1, F2, > and F3 to change between 2d (pygame-like), 3d isometric, and 3d perspective > views. > > I think it's a little tough getting up and started with pyglet for 3d > applications; I learned 3d with VPython, which makes everything seem so > simple, so that it makes everything else seem harder! I'd like to see > pyglet even more simplified in that way, but perhaps that's something along > what you're doing. > > > > On Sat, Jan 24, 2015 at 8:28 PM, Sam Bull wrote: > >> On sab, 2015-01-24 at 09:35 -0700, Matt Roe wrote: >> > Lucas: in regards to PYGGEL or to what Sam said? Last I looked (which >> > has been some years), pyglet was basically similar to Pygame, just >> > built fully for OpenGL for accelerated 2d graphics as well. >> >> What he said. To my knowledge pyglet is an alternative to Pygame, it >> does not provide any support for 3D graphics. The library I'm working on >> simply uses pyopengl, so it doesn't depend on Pygame and should work >> just fine with Pyglet or anything else that provides an OpenGL context. >> Though I've personally only tested it with Pygame, and the examples use >> Pygame (for now). >> > > > > -- > """ > lucas o. wagner, PhD > theoretical physics/chemistry > lowagner.github.io > l.o.wag...@vu.nl > """ >
Re: [pygame] PYGGEL reboot
Sam that would be interesting. Seeing how rusty I am that sort of thing would be cool from my perspective, as I am just diving through every tutorial I can. Lucas: in regards to PYGGEL or to what Sam said? Last I looked (which has been some years), pyglet was basically similar to Pygame, just built fully for OpenGL for accelerated 2d graphics as well. There is nothing wrong with it, in fact there is a branch of PYGGEL that was redoing it in pyglet. I am personally more comfortable with Pygame, and considering I am relearning all of OpenGL basically, that seemed like a good place to start. Cheers On Sat, Jan 24, 2015 at 4:37 AM, Lucas Wagner wrote: > What's wrong with pyglet? > > On Sat, Jan 24, 2015 at 12:28 PM, Sam Bull wrote: > >> On mer, 2015-01-21 at 18:27 -0700, Matt Roe wrote: >> > With all of this I have decided to reboot the project, using more >> > modern techniques (at the very least not just using display lists for >> > everything) - and I was curious if there was anyone else out there who >> > would care to help out? >> >> I am also working on a 3D graphics library, partly as my final year >> project. It's using modern OpenGL. I'm specifically trying to avoid a >> full 'engine' and provide a slightly lower level, more flexible library >> which can then be integrated into a game engine. >> >> Anyway, if you think there might be anything worth sharing between the >> projects, just get in touch. >> >> > > > -- > """ > lucas o. wagner, PhD > theoretical physics/chemistry > lowagner.github.io > l.o.wag...@vu.nl > """ >
[pygame] PYGGEL reboot
Hey everyone, For anyone who used to remember me, I made quite a few (unfinished :( ) game engines back several years ago on Pygame. One of them in particular, PYGGEL, has been getting active again of late, with several people asking me about it and if I am still developing and things such as that. With all of this I have decided to reboot the project, using more modern techniques (at the very least not just using display lists for everything) - and I was curious if there was anyone else out there who would care to help out? I have been doing a semi-weekly (took a break over the holidays) video segment on my twitch stream (twitch.tv/ajaxvm) called "Let's Make a Game" - which has been rather successful, but otherwise, I haven't really done any game development (let alone OpenGL) in several years. In short, I am really rusty, so if anyone is interested in a Python based 3d game engine (using Pygame/PyOpenGL) - or have been looking for something like this, I'd love to here from you. Or, if you have any suggestions for features or libraries I could include to help make it work better. last I checked PyOde was still the best physics library, so I'll probably be looking to use that both for phsyics but also for animations of joints - but I don't know if there is a better alternative. I also would love to be able to find some sort of object loader that would load 3d objects that also include animations or something, as the engine in it's last state only supported OBJ. That's it for now, just thought I'd mention, and see what interest there might be in something like this still. Cheers, Ajax (RB[0] from old days)