hi, i'm following SDL tutorial here, http://sol.gfxile.net/gp/ch04.html
this is the pygame equivalent. as you can see the code is not nice
looking. that's because i have tried all the optimization tricks i
know (local names, avoid dot operators, numpy array etc...) the result
is still awfully
nice one :)
Have a look here:
http://thorbrian.com/pygame/builds.php
You'll notice that there's some errors building on windows, and osx.
On Sat, Aug 15, 2009 at 9:59 PM, Vicent Martitan...@gmail.com wrote:
This will be merged into trunk in 30 minutes, since nobody seems to
have any
Hi
Note that didn't run any tests/profiling (no pygame installed on this machine).
Anyway, here are my suggestions:
1) in init() instead of setting pixel per pixel to green use
pygame.draw.line()
2) in snowfall() you check every pixel on every frame. this is most likly
your bottleneck.
cool! somehow I missed this email.
It's been uploaded it to the pygame.org website.
MD5 (pygame-S60-1.9.0_pyS60-1.9.7_SVN-2559_20090805_GCCE-UREL.sisx) =
2942175840d125e39d4f5e25b4f57c4b
http://www.pygame.org/ftp/pygame-S60-1.9.0_pyS60-1.9.7_SVN-2559_20090805_GCCE-UREL.sisx
cheers,
On Wed,
thanks all. i really appreciate your help.
--
paul victor noagbodji
Hi!
I am new to this mailist !
I try to find a working example of key event:
I found this :
http://www.cs.ucsb.edu/~pconrad/cs5nm/topics/pygame/keyboardAndMouse/code/keyboard1.py
But in windows and on ubuntu nothing appens when I run the py ( I use python
2.6 and the pygame versino on the
hey Marco, welcome to the pygame list.
One thing before I start: It's better to send a new e-mail rather then
reply if your mail is not related to that discussion. This way clients
like gmail can separate threads nicely.
I downloaded the file and ran it on my ubuntu box, and it seems to
work
Sorry for the reply in this post.
The problem was a my error..
Thanks
2009/8/17 Hugo Arts hugo.yo...@gmail.com
hey Marco, welcome to the pygame list.
On Mon, Aug 17, 2009 at 2:50 AM, Hugo Arts hugo.yo...@gmail.com wrote:
My gut says this is most definitely the fastest way to go for small
numbers of snow flakes.
I suspect there is a certain point at which the numpy approach by Ian
wins out (especially if you can
optimize that a little more
hi,
...again a pygame in the webbrowser topic. :)
http://go-mono.com/moonlight-beta/
i just noticed that the moonlight 2.0 beta is out. moonlight 2.0 supports
the DLR and ironpython.
did anyone here have a look into moonlight/silverlight already? how feasible
would it be (and how much work?) to
Well there's effort for getting python, and then pygame to work on
Flash. Since ironpython already works on Moonlight, I'd say it's a
good chance they'll switch gears.
On Mon, Aug 17, 2009 at 12:55 PM,
machinim...@gmail.commachinim...@gmail.com wrote:
hi,
...again a pygame in the webbrowser
On Mon, Aug 17, 2009 at 07:55:55PM +0200, machinim...@gmail.com wrote:
...again a pygame in the webbrowser topic. :)
Sorry if this is OT, but:
http://skulpt.org/
Chris.
---
http://mccormick.cx
On Mon, Aug 17, 2009 at 6:32 PM, Ian Mallettgeometr...@gmail.com wrote:
What I like about the OP's approach, and about the numpy version of it, is
that it's perfectly scalable to any number of particles. The program as I
modified it runs ~30 fps--but it runs about 30fps whether you add random
On Mon, Aug 17, 2009 at 11:34 AM, Hugo Arts hugo.yo...@gmail.com wrote:
This is definitely true, however if you keep the amount of snow
particles constant but increase the resolution
you will see big performance hits. There is a classic performance
trade-off, with solution number 1 being
On Mon, Aug 17, 2009 at 8:47 PM, Ian Mallettgeometr...@gmail.com wrote:
I just realized, solution two might actually be better. It will start out
much faster, and it's speed will converge to the speed of solution 1 as the
number of particles increases. If you really wanted to get fussy,
On Mon, Aug 17, 2009 at 1:42 PM, Hugo Arts hugo.yo...@gmail.com wrote:
How about writing a fragment shader?
Well, vertex shaders and fragment shaders go together. Sometimes a geometry
shader can be added between them. Together they're a shader.
I don't know whether this would
work or what
On Mon, Aug 17, 2009 at 11:59 PM, Ian Mallettgeometr...@gmail.com wrote:
On Mon, Aug 17, 2009 at 1:42 PM, Hugo Arts hugo.yo...@gmail.com wrote:
How about writing a fragment shader?
Well, vertex shaders and fragment shaders go together. Sometimes a geometry
shader can be added between them.
On Friday 14 August 2009, René Dudfield wrote:
hi,
you can call eg pygame.display.quit()
Similar question from myself. Any way of just temporarily hiding the display
and then restoring it later?
I.e. a hypothetical:
pygame.display.hide()
#Do some stuff
.
.
.
pygame.display.unhide()
?
strange, I put in if checks around those... I'll fix that tomorrow. Thanks
for the report Lenard.
-Tyler
On Mon, Aug 17, 2009 at 12:57 PM, Lenard Lindstrom le...@telus.net wrote:
Never mind. The stable ffmpeg libraries for Debian are too outdated anyway:
gcc -pthread -fno-strict-aliasing
I have temporarily upload the latest version to
http://www.2shared.com/file/7239598/40fd6468/pygame.html
So that the latest version is available for gsoc. you can always use
the one at github, since
it isn't mutch diferent from the one at 2shared.com.
I will look into the svn and git problem
I made a simple script to print the output of pygame.mouse.get_pos() every
frame, but it keeps printing the same tuple, no matter where i move the mouse.
Are you calling pygame.event.get() or a similar call?
Give us more information.
http://blog.gmane.org/gmane.comp.python.pygame
You can view everything there
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