Re: [pygame] shadow demo

2008-03-13 Thread René Dudfield
On Fri, Mar 14, 2008 at 11:06 AM, Ian Mallett <[EMAIL PROTECTED]> wrote: > On Thu, Mar 13, 2008 at 4:12 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > > > It also by default uses a polygon as a floor, and a teapot from GLUT. > > There's a constant at the top of demoShadows.py which changes this. >

Re: [pygame] shadow demo

2008-03-13 Thread Ian Mallett
On Thu, Mar 13, 2008 at 4:12 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > It also by default uses a polygon as a floor, and a teapot from GLUT. > There's a constant at the top of demoShadows.py which changes this. > However the objects you draw are a very simple part of this demo, they > could b

Re: [pygame] shadow demo

2008-03-13 Thread René Dudfield
Hello, I found some things to improve the quality of the shadow mapping, and written in more comments. http://rene.f0o.com/~rene/stuff/shadows_rd.zip It also by default uses a polygon as a floor, and a teapot from GLUT. There's a constant at the top of demoShadows.py which changes this. However

[pygame] Te Tuhi Video Game System

2008-03-13 Thread Douglas Bagnall
Recently I made a game system using Pygame. It is not a game in itself; rather it creates games based on images that it is shown. You draw a picture of the game you want to play, and in reply it will give you the game you really drew. The software was originally written for an exhibit at Te Tu

Re: is != == (Re: [pygame] Sticky Variables: Terrain Loading)

2008-03-13 Thread Lenard Lindstrom
douglas bagnall wrote: y = list(x) y = x[:] y = [z for z in x] I think of these, y = list(x) is probably the "right" way. Actually, x[:] has always been standard, and is faster, at least for short lists: [EMAIL PROTECTED]:~$ python -m timeit -s 'x=range(7)' 'x[:]' 100 loo

Re: is != == (Re: [pygame] Sticky Variables: Terrain Loading)

2008-03-13 Thread douglas bagnall
> y = list(x) > y = x[:] > y = [z for z in x] > > I think of these, y = list(x) is probably the "right" way. Actually, x[:] has always been standard, and is faster, at least for short lists: [EMAIL PROTECTED]:~$ python -m timeit -s 'x=range(7)' 'x[:]' 100 loops, best of 3: 0.332 usec per lo

Re: is != == (Re: [pygame] Sticky Variables: Terrain Loading)

2008-03-13 Thread Luke Paireepinart
Michael George wrote: Heh, so much for "there's only one way to do it in python". We have: y = [x[1], x[2], ..., x[n]] y = list(x) y = x[:] y = deepcopy(x) # slightly different import copy y = copy.copy(x) does the same thing as the others (shallow copy) and I would have said y = [z for z

Re: [pygame] AGG library

2008-03-13 Thread niki
Greg Ewing wrote: Maybe someone could take a few of the algorithms and manually template-expand them for the cases that will be used by PyGame? FWIW, I think PyGame could do with some better vector drawing routines as well. Some of the algorithms used by pygame.draw are rather rough-and-ready.

Re: is != == (Re: [pygame] Sticky Variables: Terrain Loading)

2008-03-13 Thread Michael George
Heh, so much for "there's only one way to do it in python". We have: y = [x[1], x[2], ..., x[n]] y = list(x) y = x[:] y = deepcopy(x) # slightly different and I would have said y = [z for z in x] I think of these, y = list(x) is probably the "right" way. --Mike Kevin wrote: I remember havin