Re: [pygame] Pygame's future beyond 1.8

2006-08-22 Thread René Dudfield
Hi Peter. What do you think about sharing the pygame website with the pygame ctypes parts? I would like to keep the project websites completely separate for the moment. I think this for the same reasons that Phil listed. If you want to have them on the same website I would rather start a new w

Re: [pygame] ogre + pygame: how do I get them to share a window?

2006-08-22 Thread Ryan Charpentier
http://www.ogre3d.org/wiki/index.php/Using_PyGame_with_PyOgre

Re: [pygame] How much python experience needed?

2006-08-22 Thread Ryan Charpentier
You actually don't need to know a whole lot of python to get started using pygame and making simple games. The first game I made I didn't have any idea about classes and functions and it got me pretty far. I would say you need to know about lists, while loops, for loops and how to use them to loop

Re: [pygame] ogre + pygame: how do I get them to share a window?

2006-08-22 Thread Mark Ivey
Ogre is dropping the SDL backend, so that's not a good long-term solution. I'm only trying to use pygame for input, not graphics. You still think it isn't going to work well? -Mark Ivey- On Aug 22, 2006, at 5:47 PM, René Dudfield wrote: Can you get ogre to use the SDL backend? Using di

Re: [pygame] [BUG] pygame-ctypes

2006-08-22 Thread Alex Holkner
Phil Hassey wrote: Alex, python-numeric-24.0-1mdk Could be it's just too out of date then? I just tried with Numeric-24.0, and it still worked. Not sure what the problem could be. Alex. */Alex Holkner <[EMAIL PROTECTED]>/* wrote: Phil Hassey wrote: > Hey, > > When I

Re: [pygame] [BUG] pygame-ctypes

2006-08-22 Thread Alex Holkner
Lenard Lindstrom wrote: While trying to run 20,000 Light Years in Space, version 1.2 I get the following exception: Traceback (most recent call last): File "lightyears.py", line 23, in ? startup.Main() File "C:\prg\LightYears\code\startup.py", line 81, in Main main.Main() File "C:\prg

Re: [pygame] ogre + pygame: how do I get them to share a window?

2006-08-22 Thread René Dudfield
Can you get ogre to use the SDL backend? Using different gui tool kits almost never works out ok... without lots of different kinds of trouble on different platforms. On 8/23/06, Mark Ivey <[EMAIL PROTECTED]> wrote: I'm trying to get Ogre (for graphics) and pygame (for input) to play together

Re: [pygame] SDL 1.2.10 video API enhancements

2006-08-22 Thread René Dudfield
It should be... however I haven't tested it yet, and other SDL functions only work on some platforms. It at least works with debian unstable xorg X11. On 8/23/06, Richard Jones <[EMAIL PROTECTED]> wrote: On Wednesday 23 August 2006 10:19, René Dudfield wrote: > Those attributes are now in the d

[pygame] ogre + pygame: how do I get them to share a window?

2006-08-22 Thread Mark Ivey
I'm trying to get Ogre (for graphics) and pygame (for input) to play together (glued together with Boost::Python, if it matters). When Ogre isn't using the SDL backend, pygame doesn't get any keyboard/ mouse events. I've tried two solutions, and had problems with both: 1) Pygame using Og

Re: [pygame] SDL 1.2.10 video API enhancements

2006-08-22 Thread Richard Jones
On Wednesday 23 August 2006 10:19, René Dudfield wrote: > Those attributes are now in the display.Info() object. > > Pretty handy, since you can check the desktop size now. That is very useful, yes! Is this supported on all platforms? Richard

Re: [pygame] SDL 1.2.10 video API enhancements

2006-08-22 Thread René Dudfield
Those attributes are now in the display.Info() object. Pretty handy, since you can check the desktop size now. Committed revision 943. On 8/23/06, Kevin Bluck <[EMAIL PROTECTED]> wrote: I noticed that pygame does not surface a couple of relatively recent SDL video API enhancements that are ve

Re: [pygame] SDL 1.2.10 video API enhancements

2006-08-22 Thread René Dudfield
Hi, yes, for windows and mac .11 is going to be used. However I might change the default video driver from windows gdi to directx as it has been until the .10 and .11 releases of SDL. Since that changes input behaviour, as well it is a big loss in performance. The intel laptop chipset driver t

Re: [pygame] How much python experience needed?

2006-08-22 Thread Richard Jones
On Wednesday 23 August 2006 07:46, Haroon Khalid wrote: > My last experience with pygame was that I had trouble with documentation, > it was like "here is a list of functions bye!" I could harldy understand > how to use the functions and which ones to use. I saw about 3 total newb > tutorials, some

[pygame] SDL 1.2.10 video API enhancements

2006-08-22 Thread Kevin Bluck
I noticed that pygame does not surface a couple of relatively recent SDL video API enhancements that are very useful when you're trying to respect the user's existing video settings. The SDL_VideoInfo struct has some additional data members, in particular current_w and current_h http://www.l

[pygame] [BUG] pygame-ctypes

2006-08-22 Thread Lenard Lindstrom
While trying to run 20,000 Light Years in Space, version 1.2 I get the following exception: Traceback (most recent call last): File "lightyears.py", line 23, in ? startup.Main() File "C:\prg\LightYears\code\startup.py", line 81, in Main main.Main() File "C:\prg\LightYears\code\main.

Re: [pygame] How much python experience needed?

2006-08-22 Thread Kai Kuehne
Hello Haroon, On 8/22/06, Haroon Khalid <[EMAIL PROTECTED]> wrote: [...] So I wanted to know how much Python do I have to learn before I can start using pygame? The website http://scriptedfun.com/ is very good to get the basics. There is also a very cool tutorial how to write pacman with pyth

Re: [pygame] 2D vector class

2006-08-22 Thread Richard Jones
On Wednesday 23 August 2006 02:57, Lenard Lindstrom wrote: > ... The instance dict is searched only if one is not > found. So having a descriptor reduces the search time. And a slot > descriptor does not do a dict lookup. So slots should be faster, > though I have not confirmed it. The function ca

[pygame] How much python experience needed?

2006-08-22 Thread Haroon Khalid
Here is the story, hopefully I can make it short. So I wanted to pick up a language in general, I tried, perl, then C and didnt click with any of those. So later I tried python and it was descent, I was clicking with it. Later I became interested in web dev and saw how python does web sites and I d

Re: [pygame] pypy?

2006-08-22 Thread Timothy Fitz
Let me attempt to clear some pypy things up. PLEASE NOTE, PyPy is a fast moving target, and by that I mean every three months they invent a new paradigm for programming in python. At the moment, you can write in RPython, a subset of python which looks more like pyrex without the type-declarations

Re: [pygame] pypy?

2006-08-22 Thread [EMAIL PROTECTED]
sounds very promising!   ...will the pypy-translator only be useable for the pypy source? will something like pyrex or shedskin emerge from it as a side effect? or will python on pypy-c be as fast as the kind of code pyrex or shedskin can produce anyway? :)   so far rpython just seems to be a set

Re: [pygame] Pygame's future beyond 1.8

2006-08-22 Thread Peter Shinners
(The thread has blossomed. I think I'm all caught up on reading.) The Pygame on ctypes project has gotten me more excited about Pygame than anything. Alex has done an amazing job not only at getting this put together, but exploring various avenues of development that did and didn't work out. The

Re: [pygame] 2D vector class

2006-08-22 Thread Lenard Lindstrom
On 21 Aug 2006 at 23:48, Brian Fisher wrote: > On 8/15/06, Marius Gedminas <[EMAIL PROTECTED]> wrote: > > > [slots for performance] > > > > __slots__ is for optimizing memory usage, not speed. > > > optimizing memory usage is not mutually exclusive to optimizing speed > > One thing that It took m

Re: [pygame] [BUG] pygame-ctypes -- some palette issues...

2006-08-22 Thread Peter Shinners
On Mon, 2006-08-21 at 06:58 -0700, Phil Hassey wrote: > It appears that setting the palette makes pygame-ctypes mad: > File "wireworld.py", line 25, in init > > pygame.display.set_palette([(0x00,0x00,0x00),(0x00,0x00,0xaa),(0x55,0xff,0xff),(0x55,0x55,0xff)]) > File "/usr/lib/python2.4/site-pac

Re: [pygame] pypy?

2006-08-22 Thread John Eikenberry
[EMAIL PROTECTED] wrote: > on their site they write: > > "Rumors have it that the secret goal is being faster-than-C which is > nonsense, isn't it?" > > python code will run faster than c? :) Their goal is to get it to run fast. The 'faster-than-c' bit is sort of a half-joking goal. C is often

Re: [pygame] Menu class

2006-08-22 Thread Chris Smith
I have written up a fairly comprehensive menu system that will port easily, contains highlighting, icons and keyboard detection. It also has the advantage that it does not need to tie up your event queue, is pretty easy to set up your own menu, and is written in standard Python+Pygame. However, it

[pygame] pypy?

2006-08-22 Thread [EMAIL PROTECTED]
hi,   sorry, this is a bit off topic i guess but in the other thread about the future of pygame + pygame-ctypes i read about speculations about the overall future of python and pypy... :)   i find the idea of pypy very fascinating but i am also confused about some details.   on their site they writ

Re: [pygame] Pygame's future beyond 1.8

2006-08-22 Thread John Eriksson
> 1. avoid all reference to "pygame" -- "pysdl", "buffy", some random Monty >Python reference, etc > 2. stick with referring to "pygame" -- "pygame-ctypes" is long, and isn't >importable, so how about "pygame2", "pygametng", "pygameb5" (b5 was >a better series ;), "pygamect" or

Re: [pygame] Pygame's future beyond 1.8

2006-08-22 Thread Richard Jones
On Tuesday 22 August 2006 16:38, Greg Ewing wrote: > There's nothing wrong with pursuing pygame-ctypes, but > I think it should be a different package with a different > name for the time being. It shouldn't be called 'pygame' > until it can function as a drop-in replacement in all > respects, incl

Re: [pygame] Level editing thoughts

2006-08-22 Thread Greg Ewing
James Hofmann wrote: It seems like a really simple idea now, yet so few games try to do something like this with their editing tools. They always make you do everything within the editor, with the "test" mode only for testing. I wonder why that is? I think it depends a lot on the nature of the