Re: [pygame] A* module using surfaces for walkability data

2009-03-27 Thread Forrest Voight
> I guess in pygame.pathfinding ? It'd probably be part of the AI module. > I guess you'd want a way of determining which pixels are path, and > which are not.  Either a color key, or color range.  In a lot of maps, > there are multiple colors which are path... and multiple colors which > are bloc

Re: [pygame] A* module using surfaces for walkability data

2009-03-27 Thread Ian Mallett
Agreed, but as I said previously, I see pygame being used "primarily as a graphics library".

Re: [pygame] A* module using surfaces for walkability data

2009-03-27 Thread Marcus von Appen
On, Fri Mar 27, 2009, Ian Mallett wrote: > On Fri, Mar 27, 2009 at 2:28 PM, Marcus von Appen wrote: > > > On, Fri Mar 27, 2009, Yanom Mobis wrote: > > > > > building it in to pygame wouldn't be a good idea- it would take up > > > space even if you didn't use it. After all, modularity is the soul

Re: [pygame] A* module using surfaces for walkability data

2009-03-27 Thread Ian Mallett
On Fri, Mar 27, 2009 at 2:28 PM, Marcus von Appen wrote: > On, Fri Mar 27, 2009, Yanom Mobis wrote: > > > building it in to pygame wouldn't be a good idea- it would take up > > space even if you didn't use it. After all, modularity is the soul of > > python. > > Do not confuse modularity with mic

Re: [pygame] Clarification on GSoC project ideas

2009-03-27 Thread Marcus von Appen
On, Thu Mar 26, 2009, Oge wrote: > Hi all, > > I am a former participant in Google Summer of Code (for Eclipse). I > have done lots of work in Ruby on Rails, C, Python, and Java. I would > like to participate in GSoC with pygame because my Ph.D. thesis work > is starting to lean in the area of au

Re: [pygame] A* module using surfaces for walkability data

2009-03-27 Thread Marcus von Appen
On, Fri Mar 27, 2009, Yanom Mobis wrote: > building it in to pygame wouldn't be a good idea- it would take up > space even if you didn't use it. After all, modularity is the soul of > python. Do not confuse modularity with micropackages. According to your assumption, stuff like sound, font handli

Re: [pygame] A* module using surfaces for walkability data

2009-03-27 Thread René Dudfield
Hey, that sounds pretty cool! It's such a common algorithm and use, I think it'd be good to be included with pygame. I guess in pygame.pathfinding ? You'd need to include tests, docs, an example if you want it in pygame. If, so I can get you svn access to add it. However you've already got an

Re: [pygame] A* module using surfaces for walkability data

2009-03-27 Thread Yanom Mobis
building it in to pygame wouldn't be a good idea- it would take up space even if you didn't use it. After all, modularity is the soul of python. --- On Fri, 3/27/09, pymike wrote: From: pymike Subject: Re: [pygame] A* module using surfaces for walkability data To: pygame-users@seul.org Date: F

Re: [pygame] A* module using surfaces for walkability data

2009-03-27 Thread pymike
That'd be awesome - builtin to pygame would be doubly cool. *Foresees a flood of RTS games* ;-) -- - pymike

Re: [pygame] A* module using surfaces for walkability data

2009-03-27 Thread Ian Mallett
Seconded, although primarily as a graphics library, I have mixed feelings about incorporating it directly into pygame.

Re: [pygame] A* module using surfaces for walkability data

2009-03-27 Thread Lin Parkh
An efficient A* in python would be great! So here's a vote :-) - Original Message - From: "Forrest Voight" To: Sent: Thursday, March 26, 2009 11:48 PM Subject: [pygame] A* module using surfaces for walkability data A while ago I made a really efficient A* pathfinding module in C tha