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
> is that bad?
Depends. Did you accidentally the *whole* bullet?
> - 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
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
On a completely tangential note: That fish looks cool, but geez, what a low
res. shadowmap--or is the scene itself much larger?
Ian
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
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
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
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
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
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
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
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
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
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
> 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
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