Re: [pygame] Testing pygame 1.8rc4 on PPC build (was: Mac OS X Rosetta (PPC))

2008-03-04 Thread René Dudfield
ah, thanks heaps. I think I know how to fix that problem. I don't think the png, and jpeg libraries were compiled as universal binaries. I'll try it again... tomorrow. But in the mean time, are you able to try these builds from the compile farm? http://thorbrian.com/pygame/builds.php cheers,

[pygame] Testing pygame 1.8rc4 on PPC build (was: Mac OS X Rosetta (PPC))

2008-03-04 Thread Casey Duncan
On Mar 4, 2008, at 11:00 PM, René Dudfield wrote: Hi Casey, have you tried the new pygame build with your PPC computer? I think it should be a fair bit faster than pygame 1.7.1. There's a link to it on the pygame downloads page, if you haven't tried it out. http://pygame.org/download.shtml

Re: [pygame] Mac OS X Rosetta (PPC)

2008-03-04 Thread René Dudfield
Hi Casey, have you tried the new pygame build with your PPC computer? I think it should be a fair bit faster than pygame 1.7.1. There's a link to it on the pygame downloads page, if you haven't tried it out. http://pygame.org/download.shtml It'd be cool if you could test it out, because we have

Re: [pygame] Mac OS X Rosetta (PPC)

2008-03-04 Thread Casey Duncan
On Mar 4, 2008, at 8:59 PM, Sean Berry wrote: I just rebuilt my pygame program under Mac OS X, using the Python 2.4 universal binary, and while it runs fine on my Intel Mac (just like it ran fine when I didn't use universal binaries), when I pass it through Rosetta to simulate a PPC Mac, it

Re: [pygame] Mac OS X Rosetta (PPC)

2008-03-04 Thread Sean Berry
Well, first I made an app with py2app. After that you select the app, hit Apple->I, then check the "Run under Rosetta" checkbox. On Tue, Mar 4, 2008 at 9:06 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > It should work fine with PPC macs. > > How do you run it under Rosetta? I'd like to give it

Re: [pygame] how to display pygame graphics within a wxpython window

2008-03-04 Thread René Dudfield
hi, Using pygame with wxpython is not supported. See this page for details: http://www.pygame.org/wiki/Gui cheers, On Wed, Mar 5, 2008 at 4:01 PM, Sibtey Mehdi <[EMAIL PROTECTED]> wrote: > > > > > Hi > > How to display pygame graphics within a wxpython window. I have > tried the last

Re: [pygame] Mac OS X Rosetta (PPC)

2008-03-04 Thread René Dudfield
It should work fine with PPC macs. How do you run it under Rosetta? I'd like to give it a try here. On Wed, Mar 5, 2008 at 3:59 PM, Sean Berry <[EMAIL PROTECTED]> wrote: > I just rebuilt my pygame program under Mac OS X, using the Python 2.4 > universal binary, and while it runs fine on my Inte

[pygame] how to display pygame graphics within a wxpython window

2008-03-04 Thread Sibtey Mehdi
Hi How to display pygame graphics within a wxpython window. I have tried the last example on http://wiki.wxpython.org/IntegratingPyGame but it opens the two separate window one for pygame one for frame. I want to create one frame that can use the pygame drawing functionality. Thank

[pygame] Mac OS X Rosetta (PPC)

2008-03-04 Thread Sean Berry
I just rebuilt my pygame program under Mac OS X, using the Python 2.4universal binary, and while it runs fine on my Intel Mac (just like it ran fine when I didn't use universal binaries), when I pass it through Rosetta to simulate a PPC Mac, it runs very slowly. Basically, should I blame myself, o

Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-04 Thread AlgoMantra
> That's like saying that an ocean liner isn't > > a ship because it wouldn't be able to get off > > the ground into the sea by itself. > > It has the body of a lion, and the head of a lion, but does that, in fact, make it a lion? ----.- 1/f ))) --. ---... http://www.algomantra

Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-04 Thread Ian Mallett
On Tue, Mar 4, 2008 at 1:19 PM, Greg Ewing <[EMAIL PROTECTED]> wrote: > Ian Mallett wrote: > > hmmm. > > I would not define the space shuttle as a space ship because it requires > > an external fuel tank and two extra rockets to get into space. > That's like saying that an ocean liner isn't > a sh

Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-04 Thread Adam Bark
> > On Mon, Mar 3, 2008 at 4:59 PM, Adam Bark <[EMAIL PROTECTED]> wrote: > > > Cool cos I'm trying to right a game involving spaceships, it's 3d > > > http://www.turbosquid.com/3d > Ian > Thanks On 04/03/2008, Greg Ewing <[EMAIL PROTECTED]> wrote: > > Adam Bark wrote: > > > Cool cos I'm trying to

Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-04 Thread Greg Ewing
Ian Mallett wrote: hmmm. I would not define the space shuttle as a space ship because it requires an external fuel tank and two extra rockets to get into space. That's like saying that an ocean liner isn't a ship because it wouldn't be able to get off the ground into the sea by itself. Many o

Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.

2008-03-04 Thread René Dudfield
hi, yeah, we changed clock.tick to use the non cpu chewing one. Just because by default we should try to save energy. To get the old behaviour on different pygame versions, you could use something like: if hasattr(clock , "tick_busy_loop"): tick = clock.tick_busy_loop else: tick = cloc

[pygame] Re: Announce: pygame 1.8.0rc4 tar ball.

2008-03-04 Thread René Dudfield
Mac osx rc4 binary packages too: http://pygame.org/download.shtml Follow the link to the mac osx page. cu. On Mon, Mar 3, 2008 at 11:00 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > Hi, > > I've tagged pygame1.8.0rc4. > > Here's the tar ball for testing: > http://rene.f0o.com/~rene/stuff/py

Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.

2008-03-04 Thread PyMike
Hmm... I played one of my more recent games, and sometimes moving stuff will jerk around a little bit. I used clock.tick_busy_loop and it *seemed* to go away... On Tue, Mar 4, 2008 at 11:51 AM, PyMike <[EMAIL PROTECTED]> wrote: > Aye. I always use clock.tick. Well this is awesome that games can n

Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.

2008-03-04 Thread PyMike
Aye. I always use clock.tick. Well this is awesome that games can now run fast and not chew up CPU! Thank you pygame! :D On Tue, Mar 4, 2008 at 11:45 AM, Brian Fisher <[EMAIL PROTECTED]> wrote: > I assume that's with games using Clock.tick? > > I think vs. 1.7 pygame 1.8 changed Clock.tick to be

Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.

2008-03-04 Thread Brian Fisher
I assume that's with games using Clock.tick? I think vs. 1.7 pygame 1.8 changed Clock.tick to be more cpu friendly: http://www.pygame.org/docs/ref/time.html#Clock.tick Clock.tick_busy_loop would be a CPU unfriendly alternative. On Tue, Mar 4, 2008 at 7:00 AM, PyMike <[EMAIL PROTECTED]> wrote: >

Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes

2008-03-04 Thread Marius Gedminas
Hi, On Mon, Mar 03, 2008 at 05:09:12PM +0100, Olaf Nowacki wrote: > probably most of you use an mvc aproach for writing games with pygame. > i would like to know how you implement these (mvc-) objects: > > - as classes > - as modules or > - as singleton-pattern classes? Classes. I see no point

Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-04 Thread PyMike
Awesome, Nick! On Tue, Mar 4, 2008 at 5:39 AM, Nick Moffitt <[EMAIL PROTECTED]> wrote: > René Dudfield: > > I like space ships. > > I made some fun Pixel Spaceships: > > > http://zork.net/~nick/pixel/blackspace.py > > They're based on http://ww

Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.

2008-03-04 Thread PyMike
Has anyone noticed that now games running at 60 fps are only using 10-16% of the CPU? On Mon, Mar 3, 2008 at 1:16 PM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > I have updated all installers and document bundles on my site* to rc4. > So the msi installer is ready for a Vista trial. > > Slightl

Re: [pygame] event.wait and userevents

2008-03-04 Thread Christian Reichlin
thanks for the input. i just found out that it works properly either way. the application is for the olpc and the problem occurs only when run as an olpc activity inside an emulator. Gary Bishop schrieb: I think the problem is the way you are using it. This works fine for me. pygame.time.set

Re: [pygame] event.wait and userevents

2008-03-04 Thread Gary Bishop
I think the problem is the way you are using it. This works fine for me. pygame.time.set_timer(pygame.USEREVENT, 1000) while True: event = pygame.event.wait() if event.type == pygame.QUIT: break elif event.type == pygame.USEREVENT: print 'timer' Christian Reichlin

[pygame] event.wait and userevents

2008-03-04 Thread Christian Reichlin
hello, i made a litte app with pygame. i had troubles with the event loop using pygame.event.wait and userevents, triggered by pygame.time.set_timer(pygame.USEREVENT, 1000) the following code didn't work. it looks like during pygame.event.wait() userevents aren't processed internally. as lon

Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-04 Thread Nick Moffitt
René Dudfield: > I like space ships. I made some fun Pixel Spaceships: http://zork.net/~nick/pixel/blackspace.py They're based on http://www.davebollinger.com/works/pixelspaceships/ I think they're neat, even if that code is a terrible example of pygame coding. -- "These people progra