Hi,
I was just wondering if NeHe's lesson 19 (particle engine), has been
ported to pygame/pyopengl? I can't seem to find the python version of it.
Thanks!
Astan
It doesn't look like it's been ported. It looks pretty simple, though. The
particles are simply added, moved, and drawn without a depth test. It
doesn't even have commonplace optimizations (display lists, or VBOs). It
would be a 30 minute job, tops.
Ian
I remember porting it ages ago... but can't find it.
oh here it is...
http://www.py3d.org/files/lesson19.zip
had to restore the py3d.org/files folder... since py3d.org has been
dormant for 6 years or so.
cu,
On Mon, Jun 15, 2009 at 4:49 PM, Astan Cheeastan.c...@al.com.au wrote:
Hi,
I was
Thanks! I was looking for that for awhile.
Cheers
Astan
René Dudfield wrote:
I remember porting it ages ago... but can't find it.
oh here it is...
http://www.py3d.org/files/lesson19.zip
had to restore the py3d.org/files folder... since py3d.org has been
dormant for 6 years or so.
cu,
On
Nice, René!
Hi,
I am trying to understand and make a simple first person shooter game. I
have got the map down and some objects in it using openGL. I am having
problems now with the controls as well as the mathematics (or logic)
behind it.
Can anyone suggest a simple fps in pygame openGL that demonstrates
I think you'll find a particle engine close to unusable without VBOs
or python-specific acceleration. For now, code it however you'd like,
but when it comes time to run your actual game, you'll find that you
have problems with performance. You're going to need to use numpy to
manage the
Hi,
I found a bug in display's C-API code in pygame.h
The code in question is:
#define PyVidInfo_Type \
(*(PyTypeObject*)PyGAME_C_API[PYGAMEAPI_SURFACE_FIRSTSLOT + 0])
where it clearly should be PYGAMEAPI_DISPLAY_FIRSTSLOT.
a trivial patch
Hi
http://code.google.com/p/py-lepton/
~DR0ID
Zack Schilling schrieb:
I think you'll find a particle engine close to unusable without VBOs
or python-specific acceleration. For now, code it however you'd like,
but when it comes time to run your actual game, you'll find that you
have problems
Hi again,
you figured this out yet?
not 100% but at least now I get it to compile by following your advice:
Easiest way to work around it...
Comment out import transform lines in the file:
site-packages/pygame/__init__.py
[...]
Perhaps try commenting out the sse/mmx parts?
Hi,
I found a series of minor memory leak. minor because they only occurs in
situations
where a call like PyDict_SetItemString of PyModule_AddObject fails which means
things are already pretty bad anyway.
Nevertheless here is the bug description:
In color.c in the MODINIT_DEFINE (color)
Some good news to everyone: I got sound working today. There's still some
basic features I need to add, like dealing with surfaces rather than just
overlays as it does right now. I want to have an alpha release by the end of
the week for wider-spread testing. I would like the module tested on as
There's also ways to do it on the GPU, when you need serious particle
power.
http://www.youtube.com/watch?v=Hm8ARVmbefQ
Lorenz Quack wrote:
Hi,
I found a series of minor memory leak. minor because they only occurs
in situations
where a call like PyDict_SetItemString of PyModule_AddObject fails
which means
things are already pretty bad anyway.
Nevertheless here is the bug description:
In color.c in the
Hi Lorenz,
Could you try dropping in SVN rev 1912 of transform.c instead. This
predates the Python 3 updates. This is kind of reaching, but it will
narrow down the search.
Thanks,
Lenard
Lorenz Quack wrote:
Hi again,
you figured this out yet?
not 100% but at least now I get it to
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