unity3d is awesome. Its got a few less that desirable limitations here and
there, it also needs some serious help in doing FPS games right now. But for
point and click games or sidescroller games, its the best ive found. The
rate at which you can get things functioning in unity3d engine, that
actua
Brian,
I hadn't yet heard about pygame.freetype. So I'll defer my opinion until I get
a chance to try it. Pyglet also uses freetype, so maybe my worries are over.
:-) Thank you for asking.
btw, have you seen PyMike's sweet little lib for wrapping PyOpenGl?
PyGl2d is a nice and simple pygame
Hey Keith,
what were the aspects of pyglet's font rendering that impressed you that
you'd like to see in pygame? Appearance? Speed? Ease of Use?
On Sat, Jan 30, 2010 at 11:14 AM, Keith Nemitz wrote:
>
> Take a look at pyglet. (pyglet.org) I was impressed by their font
> rendering, but I event
Proprietary, yes, but Unity is cross-platform, not a windows product. To
Wii, iPhone and the web browser plugin as well - although the platforms are
all so different you'd need to change lots about a game to target all those
effectively, it's not a major win. And since Unity is built on Mono, once
On 31.01.2010 20:44, Yanom Mobis wrote:
How do you make things happen ingame at a constant speed regardless of
frames-per-second? For example, i want my game object to move one
square per second, even if the game is running 30, 45, 60, or 90 fps.
Hi
make it time dependent.
# dt is the ti
On Sun, Jan 31, 2010 at 1:44 PM, Yanom Mobis wrote:
> How do you make things happen ingame at a constant speed regardless of
> frames-per-second? For example, i want my game object to move one square per
> second, even if the game is running 30, 45, 60, or 90 fps.
>
>
One way to do this is to us
How do you make things happen ingame at a constant speed regardless of
frames-per-second? For example, i want my game object to move one square per
second, even if the game is running 30, 45, 60, or 90 fps.
Nikhil,
This page lists GSOC ideas:
http://www.pygame.org/wiki/gsoc2010ideas?parent=index
I'm sorry for referring you to The Spectacularly Adequate Automated Pygame
Build Page so that you could try the pygame.freetype module. I just updated my
local installation of pygame to the version that's
2010/1/31 Russell Cumins :
> LOL...While I concur with the sentiments. You do all realise that he has
> probably managed to un-subscribe by now?
Yes, but continual brainwashing is required to prevent a mass exodus.
Vitor
Eeew! At least OpenSceneGraph, please ! Not Unity3D!!
Bryce Schroeder wrote:
> Unity3D? Eeew. Windows. Proprietary. And I bet it tastes like gophers, too.
>
> On Sat, Jan 30, 2010 at 11:48 PM, Luke Paireepinart
> wrote:
>>
>> On Sun, Jan 31, 2010 at 12:25 AM, ryan wrote:
>>> yes it would appear
Totally. For those looking for a nice 3D game development
framework/engine to use, check out Irrlicht [0], Ogre [1], or Panda3d
[2]. All three are open source, cross platform, and have python
versions.
[0]: http://irrlicht.sourceforge.net/
[1]: http://www.ogre3d.org/
[2]: http://www.panda3d.org/
Thank you everyone for your help. I am now looking through the freetype
module to try to understand how it was done. Clearly if the work is already
done, I cannot do it now, but I would still like to work on pygame for GSOC.
So, I will look into things and see what I can do.
On Sun, Jan 31, 2010 a
LOL...While I concur with the sentiments. You do all realise that he has
probably managed to un-subscribe by now?
On 31 January 2010 08:14, Bryce Schroeder wrote:
> Unity3D? Eeew. Windows. Proprietary. And I bet it tastes like gophers, too.
>
> On Sat, Jan 30, 2010 at 11:48 PM, Luke Paireepinart
Unity3D? Eeew. Windows. Proprietary. And I bet it tastes like gophers, too.
On Sat, Jan 30, 2010 at 11:48 PM, Luke Paireepinart
wrote:
>
>
> On Sun, Jan 31, 2010 at 12:25 AM, ryan wrote:
>>
>> yes it would appear I did do that wrong.
>> thank you, and goodbye pygame!
>>
>> ive moved onto unity3d
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