Re: [pygame] Shooting an image

2008-10-14 Thread Ian Mallett
Most shooting games today do not use one bullet. If they did, it really only makes sense to store bullets, and eventually even players into classes so that multiple copies can be made efficiently. Even if you don't think you will not need multiple bullets later, it is a good idea to store the bul

Re: [pygame] Shooting an image

2008-10-14 Thread Charlie Nolan
> is that bad? Depends. Did you accidentally the *whole* bullet?

Re: [pygame] Shooting an image

2008-10-14 Thread yanom @linuxmail.org
> - Original Message - > From: "Charlie Nolan" <[EMAIL PROTECTED]> > To: pygame-users@seul.org > Subject: Re: [pygame] Shooting an image > Date: Mon, 13 Oct 2008 16:48:42 -0500 > > > > 3)yes I am recycling the same bullet. Why was this the topic of > > some jokes? I'm new to pygame and

RE: [pygame] PyGameSF meetup Monday October 13th 7pm @ Metreon San Francisco

2008-10-14 Thread Sean Wolfe
shiteballs! I totally missed this email and would have gone. Next month then? w00t! From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Harry Tormey Sent: Friday, October 10, 2008 1:49 PM To: pygame-users@seul.org Subject: [pygame] PyGameSF meetup M

Re: [pygame] Blended tile systems

2008-10-14 Thread Ian Mallett
On a completely tangential note: That fish looks cool, but geez, what a low res. shadowmap--or is the scene itself much larger? Ian

Re: [pygame] Blended tile systems

2008-10-14 Thread Casey Duncan
On Oct 14, 2008, at 11:01 AM, Knapp wrote: Looks very interesting. I like your air bike. Are you going to change the textures to make them look better or do you want to keep the ones you have? I think the textures are adequate for now, switching them out is trivial and as I mentioned I inten

Re: [pygame] Blended tile systems

2008-10-14 Thread Knapp
Looks very interesting. I like your air bike. Are you going to change the textures to make them look better or do you want to keep the ones you have? Funny, looking at that site, I found an old blender model of mine there. I did not even remember having an account there! http://picasaweb.google.co

Re: [pygame] extending pygame masks

2008-10-14 Thread Michael George
I just realized that with a very slight modification the code I sent you could be used for sweep-based pixel-perfect collision detection. That is, by convolving a mask with a path you would have a mask that covers all of the pixels that the object touches as it traverses the path (rather than

Re: [pygame] Blended tile systems

2008-10-14 Thread Casey Duncan
On Oct 14, 2008, at 1:25 AM, Knapp wrote: I think you are talking about something very similar to "texture splatting", described in excellent detail here: [..] of time for each texture tile. Does this make more sense now? Sure, using texture splatting would give a bit more of a natural

Re: [pygame] extending pygame masks

2008-10-14 Thread Michael George
Attached. It's not integrated w/ python yet, but the tricky part is mostly done. --Mike Nirav Patel wrote: Mike Ah, very interesting. Can I see the source on that? I would love to see that included in the Mask module. Nirav On Tue, Oct 14, 2008 at 10:44 AM, Michael George <[EMAIL PROTECTE

Re: [pygame] extending pygame masks

2008-10-14 Thread Nirav Patel
Mike Ah, very interesting. Can I see the source on that? I would love to see that included in the Mask module. Nirav On Tue, Oct 14, 2008 at 10:44 AM, Michael George <[EMAIL PROTECTED]> wrote: > Thanks, > > what I need is different - I need to compute overlap_mask for each possible > offset, so

Re: [pygame] extending pygame masks

2008-10-14 Thread Michael George
Thanks, what I need is different - I need to compute overlap_mask for each possible offset, so that I can search for an optimal placement. Of course I could write a loop and call overlap_mask for each offset, but I think that would be prohibitively slow - I'm computing it all in one pass. T

Re: [pygame] extending pygame masks

2008-10-14 Thread Nirav Patel
Mike, I'm not sure if this is what you mean, but the Mask module has a function in SVN called Mask.overlap_mask, which returns a mask of the overlapping pixels between two masks by an offset. The internals of most of the bitmask stuff is exposed in bitmask.h. It could be useful to move the define

[pygame] extending pygame masks

2008-10-14 Thread Michael George
hello, I've been working on some code that generates what I've been calling a "hitmask", namely a mask with the (x,y) bit set if placing one mask on another offset by (x,y) would cause a collision. It's part of a slick algorithm I'm working on for drag-and-drop collision response. I've impl

Re: [pygame] Physics, collision detection etc?

2008-10-14 Thread niki
Peter Gebauer wrote: Hello Ian! Nice code! I was thinking of exposing some of the code Zhang Fan wrote for the physics engine, but as of yet it only handles rectangles. There's plenty of code available on the net, but I feel reluctant to produce yet another Python extension for PyGame. I'll co

Re: [pygame] Blended tile systems

2008-10-14 Thread Knapp
> I think you are talking about something very similar to "texture splatting", > described in excellent detail here: For sure in the same class of ideas but I think mine is a bit more simple. My idea is for 2d only. I mean tile the tile set you might use for wesnoth. http://www.wesnoth.org/wiki/Sc