Re: [pygame] Nutshell Simple Game Framework
Charles Joseph Christie II wrote: Where can I find these PEP 8 guidelines? Sorry, I meant to include a URL: http://www.python.org/dev/peps/pep-0008/ The relevant section is about half way down under Naming Conventions. -- Greg
Re: [pygame] Nutshell Simple Game Framework
Kris Schnee wrote: I plan to rebel against one rule, because: chainsaw.PullCord(AR!) looks much nicer to me than: chainsaw.pull_cord(AR!) Well, that's up to you, as long as you're aware that it will be regarded as unusual and jarring by experienced Python users. The guidelines are there because it's a lot easier to write and read code if different libraries use a consistent naming style. -- Greg
[pygame] Nutshell Simple Game Framework
I'm trying to build a game framework that's simple and easy to use, and that incorporates the ideas of a huge game space and basic physics that I've been working on. I don't care about complex physics simulations like hinges, and am willing to callously treat objects as hard boxes standing upright, on or above a plane. I just want characters that can run and jump around in a game world and interact with stuff. As a result you can so far make a game world with an object in it that can move around, with the following code: import Nutshell w = Nutshell.BasicWorldsim() w.MakeEntity(nature=Object,name=Pretzel,velocity=[1.0,0.0,0.0]) w.SimulationStep() The collision detection isn't quite done yet, but motion is, it's optimized for efficiency, and I'm going to build on the basic worldsim class to get zones that can be loaded/saved. I'm willing to open-source this if anyone's interested, especially if people are willing to help with graphics/graphics code. My question is, does it seem reasonable to build a goodly chunk of the game character code into the simulation, ie. having RPG stats mixed in with the class that handles the physics of living creatures? Considering the module as a pure physics simulation, that seems odd, but since a physics simulation doesn't really need a Creature class at all, maybe it's justified. Kris
Re: [pygame] Nutshell Simple Game Framework
Ill be willing to try it once your done and tell me how it works. Will this be able to work with other library frame works? :D(me be the noob but o well). On 4/8/07, Kris Schnee [EMAIL PROTECTED] wrote: I'm trying to build a game framework that's simple and easy to use, and that incorporates the ideas of a huge game space and basic physics that I've been working on. I don't care about complex physics simulations like hinges, and am willing to callously treat objects as hard boxes standing upright, on or above a plane. I just want characters that can run and jump around in a game world and interact with stuff. As a result you can so far make a game world with an object in it that can move around, with the following code: import Nutshell w = Nutshell.BasicWorldsim() w.MakeEntity(nature=Object,name=Pretzel,velocity=[1.0,0.0,0.0]) w.SimulationStep() The collision detection isn't quite done yet, but motion is, it's optimized for efficiency, and I'm going to build on the basic worldsim class to get zones that can be loaded/saved. I'm willing to open-source this if anyone's interested, especially if people are willing to help with graphics/graphics code. My question is, does it seem reasonable to build a goodly chunk of the game character code into the simulation, ie. having RPG stats mixed in with the class that handles the physics of living creatures? Considering the module as a pure physics simulation, that seems odd, but since a physics simulation doesn't really need a Creature class at all, maybe it's justified. Kris -- Join phpdiscovery.com Now!
Re: [pygame] Nutshell Simple Game Framework
Open it up and I'll be glad to do everything I can to help. Most likely music, not art though. I'll try my hand at graphics code although I'm still learning... and I am a Math expert so I can help with RPG-ish stuff. On Sun, 08 Apr 2007 08:29:35 -0400 Kris Schnee [EMAIL PROTECTED] wrote: I'm trying to build a game framework that's simple and easy to use, and that incorporates the ideas of a huge game space and basic physics that I've been working on. I don't care about complex physics simulations like hinges, and am willing to callously treat objects as hard boxes standing upright, on or above a plane. I just want characters that can run and jump around in a game world and interact with stuff. As a result you can so far make a game world with an object in it that can move around, with the following code: import Nutshell w = Nutshell.BasicWorldsim() w.MakeEntity(nature=Object,name=Pretzel,velocity=[1.0,0.0,0.0]) w.SimulationStep() The collision detection isn't quite done yet, but motion is, it's optimized for efficiency, and I'm going to build on the basic worldsim class to get zones that can be loaded/saved. I'm willing to open-source this if anyone's interested, especially if people are willing to help with graphics/graphics code. My question is, does it seem reasonable to build a goodly chunk of the game character code into the simulation, ie. having RPG stats mixed in with the class that handles the physics of living creatures? Considering the module as a pure physics simulation, that seems odd, but since a physics simulation doesn't really need a Creature class at all, maybe it's justified. Kris
Re: [pygame] Nutshell Simple Game Framework
You can find them here: http://www.python.org/dev/peps/pep-0008/ Little google search helps ;) On 4/8/07, Charles Joseph Christie II [EMAIL PROTECTED] wrote: Where can I find these PEP 8 guidelines? and I am very interested in this... I hope it gets big and gains popularity sounds great! And if it can do platforming and RPG at the same time, I already have an awesomely weird idea... no, not a Super Paper Mario clone. the flip-3D thing is outta my league. ;) On Mon, 09 Apr 2007 12:38:18 +1200 Greg Ewing [EMAIL PROTECTED] wrote: Kris Schnee wrote: I'm trying to build a game framework that's simple and easy to use, and that incorporates the ideas of a huge game space and basic physics that I've been working on. I'm willing to open-source this if anyone's interested I'm certain there will be interest -- you can't have too many open-source easy-to-use game libraries!-) does it seem reasonable to build a goodly chunk of the game character code into the simulation, ie. having RPG stats mixed in with the class that handles the physics of living creatures? It would be better to separate the RPG stuff into a separate class or classes that can be used as mixins or by aggregation (has-a rather than is-a) by the game author. Also put those classes in a separate module, so if the RPG stats aren't being used, that whole module can be left out of the game distribution. import Nutshell w = Nutshell.BasicWorldsim() w.MakeEntity(nature=Object,name=Pretzel,velocity=[1.0,0.0,0.0]) w.SimulationStep() A minor point -- if you're intending to release this, you ought to consider following the PEP 8 guidelines for naming. -- Greg -- Join phpdiscovery.com Now!