Re: [pygame] News: SDL 1.3 is now under the zlib licence.

2011-04-10 Thread Casey Duncan
From what I have heard, galaxy game works is no longer involved with supporting SDL. Also it will be a bit before other parts of SDL can be zlib-ified, since that involves getting agreement from many other parties. http://lists.libsdl.org/pipermail/sdl-libsdl.org/2011-April/080415.html -Casey

Re: [pygame] Using reStructuredText for document sources

2011-03-03 Thread Casey Duncan
Some major features I enjoy in using Sphinx: - Nice reference documentation can be generated from python source/doc strings, but you can also create reference docs directly as well. - Nice formatting and syntax highlighting of code examples. It's also easy to insert code from python modules int

Re: [SPAM: 3.100] Re: [pygame] GSoC

2011-02-07 Thread Casey Duncan
On Feb 7, 2011, at 2:15 PM, David Burton wrote: > On Mon, Feb 7, 2011 at 3:52 PM, Greg Ewing > wrote: > David Burton wrote: > > So if the GUI toolkit uses callbacks to communicate its results to the > application code, then when one of those callbacks into the application gets > called, it's

Re: [pygame] GSoC

2011-02-07 Thread Casey Duncan
be deferred until the call-stack into the GUI library > had been unwound. > > Dave > > > On Mon, Feb 7, 2011 at 2:34 PM, Casey Duncan wrote: > > IMHO callbacks vs. events are an architecture opinion that a library should > not force upon an application. It se

Re: [pygame] GSoC

2011-02-07 Thread Casey Duncan
On Feb 6, 2011, at 9:37 PM, David Burton wrote: > On Sun, Feb 6, 2011 at 4:42 PM, Greg Ewing > wrote: > David Burton wrote: > > (That's because, if you are an experienced programmer, you have learned > [probably the hard way] that you really don't want to start anything > complicated in res

Re: [pygame] bit operations

2010-10-04 Thread Casey Duncan
You can probably achieve nearly the same level of compression (or even perhaps better depending on the data) much more easily by using the struct module and then compressing the result using zlib. The you don't have to do any manual packing and unpacking of the data, which is tedious and error-

Re: [pygame] frame independant movement

2010-08-27 Thread Casey Duncan
On Aug 27, 2010, at 9:06 AM, James Paige wrote: > On Fri, Aug 27, 2010 at 08:43:59AM -0700, Brian Fisher wrote: >> So you asked "what else do you need?" well the answer is if you want >> consistent non-linear physics (like say you want the players to jump the >> same all the time), then the

Re: [pygame] using pil to covert rgb into grayscale

2010-04-29 Thread Casey Duncan
If you are going to roll your own, at least use the standard luminance calculation: L = 0.3 * red + 0.59 * green + 0.11 * blue hth, -Casey On Apr 29, 2010, at 9:22 AM, Jason M. Marshall wrote: > Stas, > > This is simple and it works. > > Jason > > def convert_to_gs(surf): > width, h

Re: [pygame] Pygame, PyOpenGl, and py2exe, OH MY!

2010-04-22 Thread Casey Duncan
What you are lacking is actually part of Python itself (or the stdlib): Python 2.6.4 (r264:75821M, Oct 27 2009, 19:48:32) [GCC 4.0.1 (Apple Inc. build 5493)] on darwin Type "help", "copyright", "credits" or "license" for more information. >>> import ctypes >>> ctypes.pythonapi.PyString_AsString <

Re: [pygame] sprite module optimizations have been uploaded

2010-04-19 Thread Casey Duncan
to gcc > 4.2, which is not supported with the 10.4 sdk (gives float.h and stdarg.h > errors). I swaped the /usr/bin/gcc symlink to go to 4.0, so that error is > past. > > On Sun, Apr 18, 2010 at 8:30 PM, Casey Duncan wrote: > The default xcode install omits the 10.4 stuff tha

Re: [pygame] sprite module optimizations have been uploaded

2010-04-18 Thread Casey Duncan
The default xcode install omits the 10.4 stuff that is needed for building python extensions. You can fix it by doing a custom xcode install. -Casey On Apr 18, 2010, at 2:09 AM, Brian Fisher wrote: > the PC stuff is building, but the mac building on the automated build machine > got messed up

Re: [pygame] blit speedup

2010-03-28 Thread Casey Duncan
On Mar 28, 2010, at 12:24 PM, Wakefield, Robert wrote: > I've made a tiling engine where tiles are stored as list of subsurfaces from > a texture surface, and the game map is stored as a list of tile indices. The > problem is that I'm ending up with some slowdown even at low resolutions. I >

Re: [pygame] problem installing pygame on osx for python2.6

2010-03-22 Thread Casey Duncan
It probably requires/expects the standard framework install. My suggestion: Install the binary from python.org. Alternately, install pygame using fink, if possible. You could also build pygame yourself from source using the fink-installed python. My opinion: fink is more trouble then its worth.

Re: [pygame] PyGame Error

2010-03-05 Thread Casey Duncan
It might be useful to try running `python -v` to test the import. It will tell you what files are being imported and from where. `python -vv` will give even more detail about where it is trying to import from as well. -Casey On Mar 5, 2010, at 3:20 PM, Ian Mallett wrote: > Hi, > > I have a fr

[pygame] PyGameSF meetup Tuesday March 2nd 6pm @ the strong room in the Main San Francisco Public Library (Tomorrow)

2010-03-01 Thread Casey Duncan
Harry was having some trouble posting this, so he asked me to forward it along. -Casey From: Harry Tormey Date: March 1, 2010 12:36:16 PM MST To: pygame...@unworkable.org Subject: [pygame-sf] PyGameSF meetup Tuesday March 2nd 6pm @ the strong room in the Main San Francisco Public Library (Tomor

Re: [pygame] frame independant movement

2010-02-03 Thread Casey Duncan
On Feb 3, 2010, at 4:30 PM, R. Alan Monroe wrote: >> The nice thing about limiting the framerate versus having calculations be >> done based on time passed is that it is much more consistent. With dt >> calculations you will often get huge jumps on slower computers and extra >> slow movement in c

Re: [pygame] Rotation Performance

2010-01-20 Thread Casey Duncan
Some thoughts: - You might try using rotozoom, which probably isn't faster, but will give you much better quality. - Don't rotate a single image/surface multiple times, as rotation is lossy, and will make the surface grow much larger than necessary. Instead only rotate from the original image

Re: [pygame] Collisions + tiledtmxloader?

2010-01-01 Thread Casey Duncan
On Jan 1, 2010, at 9:49 AM, Alex Nordlund wrote: > Hello, > > I'm part of team working on a small project using DR0ID's excellent > tiledtmxloader. > The tiledtmxloader is completly awesome and is the godsend we prayed > for, unfortunately due to our (current) incompetence we cannot > currently u

Re: [pygame] Ncurses RTS?

2009-12-07 Thread Casey Duncan
Maybe a solution to this is to use pygame. Just divide the screen up into a grid where each rectangle can contain a character. To draw the screen you just paint the appropriate character in each rect. You could also use fancier glyphs too if you wanted to (like from wingdings, dingbats, wha

Re: [pygame] Font-Related Segfault

2009-11-23 Thread Casey Duncan
This is a guess, but maybe pygame assumes the object passed to Font is a real file object? If so there's a bug there that it doesn't type- check and throw an exception, if not it seems like there's a bug there that it blows up rather than throwing an exception, but that may be something outs

Re: [pygame] State of the math branch

2009-11-16 Thread Casey Duncan
On Nov 16, 2009, at 1:15 PM, Lorenz Quack wrote: The reason I allocated the memory dynamically is that I didn't want to waste the 2*sizeof(double) on Vector2 instances. but maybe we don't have to be that cheep in this day and age. especially if we can gain some speed. Another consideration

Re: [pygame] State of the math branch

2009-11-16 Thread Casey Duncan
I agree, I think an iterator api is not flexible enough alone, and if provided, should be in addition to one that takes an arbitrary t. -Casey On Nov 14, 2009, at 3:59 PM, Patrick Mullen wrote: I think there are many cases where one might want, say, the halfway rotated quat between two, or d

Re: [pygame] State of the math branch

2009-11-16 Thread Casey Duncan
To start with, it is great to see follow-through on this, it will be a great, long overdue, addition to the pygame api. One thing I notice is that the main vector data structure contains a pointer to the actual coordinates. Other structures just contain the coordinates in an inline array up

Re: [pygame] 10 bits per color

2009-10-01 Thread Casey Duncan
On Oct 1, 2009, at 9:50 AM, James Paige wrote: On Thu, Oct 01, 2009 at 09:34:35AM -0400, pierrelafran...@sympatico.ca wrote: Sounds lik yet another gimmick to get uneducated folk to buy another TV LOL, I like this one. But I'm not sure I understand your statement on NTSC. This is what my r

Re: [pygame] Scrolling

2009-08-03 Thread Casey Duncan
need it to work with a BIG surface at 30 fps. and i need something that would work with Rabbyt From: Casey Duncan To: pygame-users@seul.org Sent: Monday, August 3, 2009 12:51:32 PM Subject: Re: [pygame] Scrolling You can blit a surface that is bigger than the pygame screen and it should

Re: [pygame] Scrolling

2009-08-03 Thread Casey Duncan
You can blit a surface that is bigger than the pygame screen and it should efficiently crop it for you without extra work on your part. At some point though you will probably run into surface size limitations, in which case you can just tile surfaces together. In my experience with pygame,

Re: [pygame] is pygame right for my application?

2009-08-03 Thread Casey Duncan
If you want to host a web-based multi user game online, I would highly recommend Google App Engine. It lets you develop totally in Python/ Django, and their free hosting tier gives you quite a bit of capacity. GAE does not have any specific value-add for game dev, but it is extremely product

Re: [pygame] Pygame games run slowly :(

2009-07-30 Thread Casey Duncan
Before I believe you actually optimized things, how does the timing of your new code compare to the original (timeit is your friend)? Since your lambdas add additional function call overhead, and the list comprehension adds the cost to build a list, I would not assume this is faster. -Cas

Re: [pygame] opengl from python - drawing wireframe shape colours and contour in the same time

2009-07-27 Thread Casey Duncan
You can draw wireframes instead of fills by setting: glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) Then draw your geometry as desired. Note this has the same limitations and drawbacks as GL_LINE, but for simulating old-school vector graphics it works pretty good. You can control whether or not

Re: [pygame] This one baffles me

2009-05-17 Thread Casey Duncan
Here's the moral-equivalent one-liner in Python: print open("myfile.py").read().replace(" "*4, "\t") Note that sed is your friend, however, and you'd be wise to learn it. -Casey On May 17, 2009, at 8:00 AM, Yanom Mobis wrote: I'm sorry, but that script's complete gibberish to me. I was talkin

Re: [pygame] vector type: mutable or immutable

2009-05-04 Thread Casey Duncan
ble: * Stuart Axon: mainly consistency with rects * René Dudfield: personally uses list more often than tuples * Casey Duncan: consistency with rects and performance concerns immutable: == * Brian Fisher: immutable prevent subtle bugs * Marcus von Appen: no reason given * Gregor Lin

Re: [pygame] starting the rewrite

2009-05-01 Thread Casey Duncan
I would vote that anyone not actually working on the website gets no vote in how it is implemented 8^). I think armchair web jockeying should be limited to features and aesthetics, if anything. How many folks are actually working on this? -Casey On May 1, 2009, at 12:12 PM, Jake b wrote:

Re: [pygame] starting the rewrite

2009-05-01 Thread Casey Duncan
On May 1, 2009, at 12:01 PM, Shaun Mahood wrote: As much fun as it is to watch everyone split apart to do their own thing, I have a few questions (not knowing anything about either Django or cherrypy). Do both of the frameworks "hide" all the database interactions? If possible, it could save a

Re: [pygame] vector type: mutable or immutable

2009-05-01 Thread Casey Duncan
On May 1, 2009, at 8:07 AM, Lorenz Quack wrote: Hi as a follow up to the "API draft for vector type" I would like to discuss the merits of having a mutable or immutable vector type. Arguments for an immutable vector type: Brian Fisher pointed out two advantages of immutable vector types:

Re: [pygame] pygame 2001-2009(8 years), 1100+ projects at super speed.

2009-05-01 Thread Casey Duncan
8^) On May 1, 2009, at 10:29 AM, René Dudfield wrote: hellos, I have put together a video representing some of the pygame work out there. Enjoy!http://www.youtube.com/watch?v=Qu2Tuo3HPbo

Re: Surface batch methods... Re: [pygame] API draft for vector type

2009-04-29 Thread Casey Duncan
On Apr 28, 2009, at 11:09 PM, René Dudfield wrote: [..] fill_multi might look like this: Surface.fill_multi(color, rects, special_flags=0) Basically the same as the fill() except the first two arguments accept buffer objects that are arrays of colors and rects respectively. I think it wo

Re: [pygame] API draft for vector type

2009-04-28 Thread Casey Duncan
On Apr 28, 2009, at 8:41 PM, René Dudfield wrote: On Wed, Apr 29, 2009 at 2:29 AM, Casey Duncan wrote: Surface.fill_multi and Surface.blit_multi would be awesome for particle effects, in fact I could take good advantage of them in Lepton right now to make the pygame renderers mucho

Re: [pygame] API draft for vector type

2009-04-28 Thread Casey Duncan
On Apr 28, 2009, at 1:48 PM, Marcus von Appen wrote: 1.6 properties == 1.6.1.1 v.length -> a # gets the magnitude/length of the vector 1.6.1.2 v.length = a # sets the length of the vector while preserving its direction The setter might be risky due to rounding issues.

Re: [pygame] API draft for vector type

2009-04-28 Thread Casey Duncan
g. a Surface.blit_multi which took a buffer of destination rects. On Tue, Apr 28, 2009 at 3:06 PM, Casey Duncan wrote: I have found this to be generally true as well, and storing a large number of individual vector objects to be operated on in a batch performs poorly regardle

Re: [pygame] API draft for vector type

2009-04-27 Thread Casey Duncan
I have found this to be generally true as well, and storing a large number of individual vector objects to be operated on in a batch performs poorly regardless of implementation language. As an example, for Lepton I coded a controller object which looped over a large number of particles to

Re: [pygame] API draft for vector type

2009-04-27 Thread Casey Duncan
On Apr 27, 2009, at 6:16 PM, René Dudfield wrote: Would be nice if the vectors storage of things could be anything underneath. This would be useful to allow them to use pygame.Rect or numpy.array underneath. This means they can refer to a batch of vectors, but also operate only on a singl

Re: [pygame] API draft for vector type

2009-04-27 Thread Casey Duncan
On Apr 27, 2009, at 4:28 PM, Brian Fisher wrote: I don't see a 3 element vector type being useful from a pygame perspective. What pygame api anywhere even takes 3 element lists aside from colors? (which already have a special struct type thing) I'd have to disagree with this myself, since p

Re: [pygame] API draft for vector type

2009-04-27 Thread Casey Duncan
Any reason to not follow the pep-8 naming convention for methods, i.e.: v.get_distance_to() instead of: v.getDistanceTo() or maybe even (the get seems a little superfluous): v.distanceto() Other pygame modules seem to use the pep-8 convention, would be a shame to break the nice consistency

Re: [pygame] C/C++ and Python

2009-04-20 Thread Casey Duncan
fwiw, with pyglet you don't need PyOpenGL, it has it's own OpenGL wrapper with some nice abstractions build on top (mostly for 2D stuff), an event system, and support for multiple windows, etc. Plus it's also pure-python, which is nice since you just can distribute it with your app code. If

Re: [pygame] PGReloaded installation problems

2009-04-15 Thread Casey Duncan
Either that or just *gasp* download the sources and compile it yourself ;^) -Casey On Apr 15, 2009, at 11:21 AM, Evan Kroske wrote: Hmmm... I have been having a suspicious amount of python installation problems. I gave up on Django installation after I couldn't get the python egg to hatch

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-22 Thread Casey Duncan
g the texture based on a preset time scale. /Peter On 2009-03-19 (Thu) 08:36, Casey Duncan wrote: You should check out how pyglet uses VBOs (and vertex arrays as a fallback) for its batched sprite engine. It also has some pretty keen texture atlas support to reduce texture state changes. -Case

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-19 Thread Casey Duncan
I've been looking for ages. With multiple textures I mean the ability to glBindTexture in retained mode, not the use of multi textures. /Peter On 2009-03-17 (Tue) 21:43, Casey Duncan wrote: With the emphasis these days on batch operations (VBOs, etc) and doing more and more of the wo

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-03-17 Thread Casey Duncan
With the emphasis these days on batch operations (VBOs, etc) and doing more and more of the work on the video card itself via shaders, I seriously doubt that the bottleneck of a well-written, modern PyOpenGL application will be the ctypes overhead. The only time I could see that could be wo

[pygame] Lepton particle engine 0.9a released

2009-03-15 Thread Casey Duncan
It is again my pleasure to announce the latest version of the Lepton particle engine for Python. Some important new features, bug fixes and examples are in this new release, and I encourage you to check it out. Here's the lowdown from the change list: - Fix reference leaks in particle emiss

Re: [pygame] Sprite Editor

2009-03-13 Thread Casey Duncan
Heh, I think that pretty much sums up what I think of it after using it for years ;^) -Casey On Mar 13, 2009, at 7:52 AM, Yanom Mobis wrote: ohh... I spent some time using The GIMP, and I think I like it... --- On Thu, 3/12/09, Ian Mallett wrote: From: Ian Mallett Subject: Re: [pygame] S

Re: [pygame] Google Summer of Code participation

2009-03-12 Thread Casey Duncan
On Mar 12, 2009, at 6:22 PM, Toni Alatalo wrote: Marcus von Appen kirjoitti: On, Thu Mar 12, 2009, Iuri wrote: In the wiki we have 2DVectorClass and 3DVectorClass classes. Why these They are good, but in Python, making them slower than a good and robust C implementation. I wonder if

Re: [pygame] Pygame trouble on the Mac

2009-03-08 Thread Casey Duncan
That's not an error, just a a warning that happens because the current stable release of pygame (1.8) uses the older MacOS apis. I think this has been addressed in the not yet released pygame 1.9, but regardless it doesn't prevent pygame from working. So if there is a problem with the code

Re: [pygame] Python - Pygame - PyOpenGL performance

2009-02-26 Thread Casey Duncan
Immediate mode calls (glVertex et al) are the very slowest way to use OpenGL. In fact they are deprecated in OpenGL 3.0 and will eventually be removed. The display list is better as you discovered, but you still are making a few OpenGL state changes per sprite, which is likely slowing you

Re: [pygame] Options for smooth-scrolling in X-Windows

2009-02-23 Thread Casey Duncan
You might try losing the clock.tick_busy_loop(60), I found on MacOS X that I would get tearing frequently if I throttled the framerate arbitrarily, might help on X-win too. Since this is just busy-waiting anyway it might even use less cpu without it, regardless it shouldn't use more. -Cas

Re: [pygame] Very beginner level question

2009-02-09 Thread Casey Duncan
If you found the tutorials wanting then you absolutely should improve them or write a better one! I can guarantee that saying "We should..." will not make things better, but you can! -Casey On Feb 9, 2009, at 11:15 AM, Frozenball wrote: I disagree. When I started using Pygame, I found most

Re: [pygame] Pathfinding

2009-01-27 Thread Casey Duncan
On Jan 27, 2009, at 4:48 PM, Yanom Mobis wrote: my game is 2d, but probably not tile-based. Ok, in that case a rectangle with a width equal to the frontal width of the thing parallel to the path will do. Or you could march a rectangle or circle down the candidate path to check for collisio

Re: [pygame] Pathfinding

2009-01-27 Thread Casey Duncan
On Jan 27, 2009, at 3:36 PM, Yanom Mobis wrote: is it easier to make the game tile-based? Probably, but it really depends on the details. if I make every pixel a node, and there are 2 obstacles really close together, how will I make sure something 20 pixels wide doesn't try to go into

Re: [pygame] fast sqrt? and profiling

2009-01-23 Thread Casey Duncan
se IndexError("index out of range 0..1") ...... def __iter__(self): ... return iter((self.real, self.imag)) ... >>> v = vector2(1.0, 3.0) >>> v[0] 1.0 >>> v[1] 3.0 >>> v[2] Traceback (most recent call last): File "", line 1, in Fi

Re: [pygame] fast sqrt? and profiling

2009-01-23 Thread Casey Duncan
use it if I do 3D) On Thu, Jan 22, 2009 at 11:58 PM, Jake b wrote: Still confused on the difference between complex and euclid.Vector2 [ doc: http://www.partiallydisassembled.net/euclid/vector-classes.html ] On Wed, Jan 21, 2009 at 9:24 PM, Casey Duncan wrote: Here's some example cod

Re: [pygame] fast sqrt? and profiling

2009-01-21 Thread Casey Duncan
On Jan 21, 2009, at 7:28 PM, Jake b wrote: First: Thanks everyone for all the replies. Lots of useful information. On Wed, Jan 21, 2009 at 11:11 AM, Casey Duncan wrote: Others have made good suggestions about reducing the amount of work you do detecting collision (i.e., partitioning) and

Re: [pygame] fast sqrt? and profiling

2009-01-21 Thread Casey Duncan
Others have made good suggestions about reducing the amount of work you do detecting collision (i.e., partitioning) and using complex numbers instead of euclid for 2d vectors. The latter made a big performance difference for me in a vector-heavy game I was working on. If you don't want to i

Re: [pygame] GMArcade Contest, PyGame Users Invited

2009-01-20 Thread Casey Duncan
I'm not personally interested in this, but I don't think it's off- topic for the list. -Casey On Jan 19, 2009, at 8:09 PM, Noah Kantrowitz wrote: Okay, this is now officially annoying me. Get your own mailing list and stop cross-posting to this one. --Noah On Jan 19, 2009, at 11:35 AM, Ma

Re: [pygame] screen.fill() not working

2009-01-11 Thread Casey Duncan
http://www.pygame.org/docs/ref/display.html#pygame.display.flip -Casey On Jan 11, 2009, at 8:07 AM, Yanom Mobis wrote: what's the difference between pygame.display.update() and pygame.display.flip() ? --- On Sat, 1/10/09, Thiago Chaves wrote: From: Thiago Chaves Subject: Re: [pygame] sc

Re: [pygame] Working on Retro 80s Game SDK, Looking for general support

2009-01-08 Thread Casey Duncan
On Jan 8, 2009, at 5:14 PM, The Music Guy wrote: By the way, do you have your code in a repo somewhere? I'd be interested in checking it out. I don't have anything online yet. Until just now the most I've ever revealed about this project were various questions on #python. When

Re: [pygame] Working on Retro 80s Game SDK, Looking for general support

2009-01-08 Thread Casey Duncan
Note you can get basically the same functionality using the built-in assert statement and running the program through pdb, as in: python -m pdb myprogram.py Nice thing about that is that it drops into the debugger right away so that you can set breakpoints if desired. Plus it will drop into

Re: [pygame] Lepton particle engine 0.8a released

2009-01-08 Thread Casey Duncan
n Thu, Jan 8, 2009 at 12:34 AM, Casey Duncan wrote: Probably possible, but it would likely require coding a new renderer that draws via the X windows api. If someone coded something like that up, I'd gladly include it. -Casey On Jan 7, 2009, at 10:23 PM, Clinton Lee Taylor wrote:

Re: [pygame] Lepton particle engine 0.8a released

2009-01-07 Thread Casey Duncan
give funky effects to one of the many Linux Windows Managers? 2009/1/8 Casey Duncan I'm pleased to announce the 0.8 alpha release of Lepton, a high- performance, pluggable particle engine and API for Python. It is designed for creating graphical special effects for games or othe

[pygame] Lepton particle engine 0.8a released

2009-01-07 Thread Casey Duncan
I'm pleased to announce the 0.8 alpha release of Lepton, a high- performance, pluggable particle engine and API for Python. It is designed for creating graphical special effects for games or other visual applications. The engine is designed to be very flexible and does not rely on any other

Re: [pygame] Pygame in Linux without X Windows

2009-01-07 Thread Casey Duncan
Muhahahaha! Good one! Might be easier just o bundle Linux with it though... ;^) -Casey On Jan 7, 2009, at 4:21 PM, Yanom Mobis wrote: Not sure how it's done, but you could bundle Xwindows with your program. --- On Wed, 1/7/09, René Dudfield wrote: From: René Dudfield Subject: Re: [pyga

Re: [pygame] Working on Retro 80s Game SDK, Looking for general support

2009-01-06 Thread Casey Duncan
On piece of advice I have is to create actual games with the system as early as possible, especially before the apis and features have completely solidified. It's very helpful to point out awkward or missing parts of the system. -Casey On Jan 6, 2009, at 4:23 PM, The Music Guy wrote: Hel

Re: [pygame] can PyGame mime KongregateLab's "Shoot" tutorial game?

2009-01-01 Thread Casey Duncan
On Jan 1, 2009, at 11:44 AM, Joe Strout wrote: Still, I'd love to see somebody borrow the Shootorial resources and basically translate that tutorial into Python/PyGame. This would give us a really nice side-by-side comparison, in terms of both development effort and performance That some

[pygame] Lepton particle engine 0.7a released

2008-12-28 Thread Casey Duncan
I'm pleased to announce the 0.7 alpha release of Lepton, a high- performance, pluggable particle engine and API for Python. It is designed for creating graphical special effects for games or other visual applications. The engine is designed to be very flexible and does not rely on any other

Re: [pygame] Do we still need Python 2.3 support from Pygame?

2008-12-12 Thread Casey Duncan
On Dec 11, 2008, at 8:48 PM, Brian Fisher wrote: [..] ...In fact, I think a reasonable thing for pygame to do is say you want support for 2.3? then here's an installer for 1.8.1, we kept it around just for you. I think this is the right way to approach this. You need to use an old version

Re: [pygame] Text at an angle

2008-12-07 Thread Casey Duncan
Using rotozoom should give decent quality. It does a filtered (i.e., antialiased) rotation. -Casey On Dec 7, 2008, at 11:03 PM, Charlie Nolan wrote: I've got kind of an odd problem: I need to be able to display text at an angle. I just spent the past %(FAR_TOO_MANY)s hours trying to find a

Re: [pygame] my rpg game (so far)

2008-10-31 Thread Casey Duncan
On Oct 31, 2008, at 1:21 PM, Michael Fiano wrote: On Fri, 31 Oct 2008 06:13:15 -0400 Michael Fiano <[EMAIL PROTECTED]> wrote: Right now if you are holding a directional key to move, and you press a different directional key at the same time, the player will stop, instead of changing directions

Re: [pygame] Blended tile systems

2008-10-14 Thread Casey Duncan
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

Re: [pygame] Blended tile systems

2008-10-14 Thread Casey Duncan
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

Re: [pygame] Blended tile systems

2008-10-13 Thread Casey Duncan
On Oct 11, 2008, at 2:48 PM, Knapp wrote: I do a lot of work in Blender3d and very often I make textures by using 3 textures of different sizes. One is the basic look, say a square of grass. Then the next to are blurry cloud like shadow things. The last is used for the normals but all that means

Re: [pygame] Game Maker but with Python?

2008-10-03 Thread Casey Duncan
On Oct 3, 2008, at 10:43 AM, Devon Scott-Tunkin wrote: Python is a great beginner's language though. It convinced me that programming wasn't that difficult and made stepping into the backwards world of C++ much easier. At which time I assume you learned differently <0.5 wink> -Casey

Re: [pygame] [OPENGL]Combining blended and unblended scenes

2008-10-01 Thread Casey Duncan
On Oct 1, 2008, at 2:01 PM, 110110010 wrote: Hello. I am a newbie to OpenGL and I wonder if i can use blended and not- blended objects in one moment. Can you tell me how? In general blending is either on or off, but with blending on, the alpha color value (either via a material color or tex

Re: [pygame] pygame web plugin

2008-09-05 Thread Casey Duncan
On Sep 5, 2008, at 10:26 PM, Campbell Barton wrote: from talking to the python guys sandboxing python is easy if you use the C api to overwrite builtins. (sandboxing issues arise from trying to sandbox python from within python) You'd need to replace pythons import function with one that che

Re: [pygame] Question - Comparing strings

2008-09-04 Thread Casey Duncan
On Sep 4, 2008, at 12:12 PM, Ian Mallett wrote: On Thu, Sep 4, 2008 at 8:15 AM, kschnee <[EMAIL PROTECTED]> wrote: On a dissenting note, I'm one of those deviants who names functions with CamelCase, on the theory that lc_with_underscores confuses functions and variables. Me as well--only I

Re: [pygame] problem - playing a movie in pygame

2008-09-03 Thread Casey Duncan
On Sep 3, 2008, at 12:02 PM, Pedro Vieira wrote: Hi. I'm wanting to play a movie when I start my game, but I'm having a problem at playing a video in pygame. I already used pygame.movie and pymedia to do that, but they didn't work. The pygame.movie only supports MPEG1 encode, and the vide

Re: [pygame] PyGameDB coming along well

2008-08-26 Thread Casey Duncan
Some thoughts: - I'm not a fan of fixed width web pages, I've got a really wide monitor, and I'm not afraid to use it. - The layout wastes too much space IMO. The content well is quite small and constrained. - The mixture of rounded and sharp edges doesn't look right, maybe you're not done

Re: [pygame] PyGameDB coming along well

2008-08-20 Thread Casey Duncan
Funny, it told me the name should be: Fulbert Youlou I think yours is a bit more catchy though ;^) -Casey On Aug 20, 2008, at 12:28 PM, Noah Kantrowitz wrote: In the interest of seeing this discussion come to an end, I have used the age old technique of "the random article button on Wikipedi

[pygame] Lepton particle engine 0.6a released

2008-08-18 Thread Casey Duncan
(I didn't see this come through, so I'm sending it from my other address, apologies if it's a dupe) I'm pleased to announce the 0.6 alpha release of Lepton, a high-performance, pluggable particle engine and API for Python. Although it is still under development, a critical mass of features are

Re: [pygame] pgu broken with pygame 1.8.1release ? - patch for one bug(crash)

2008-08-15 Thread Casey Duncan
I would make the argument that this assertion was broken from the start. Did pygame ever guarantee that it would be a tuple? Would be better to check if its a sequence, maybe something like: try: tuple(x) except TypeError: # Not a sequence else: # A sequence (the biggest problem

Re: [pygame] Old pygame tutorial not working

2008-08-05 Thread Casey Duncan
On Aug 5, 2008, at 11:28 AM, Ian Mallett wrote: Again, I don't know how to do VBOs (just vertex arrays which aren't widely supported), and I am already loading the array from precomputed data stored on the hard drive. I think you have it backwards, vertex arrays are widely supported (Open

Re: [pygame] Old pygame tutorial not working

2008-08-05 Thread Casey Duncan
On Aug 5, 2008, at 12:24 AM, Ian Mallett wrote: #World HeightMapTexture,HeightMapSurface = LoadSurfaceTexture('Data/ Landscapes/'+World+'/HeightMap.png',Surface=True,filter=False) WorldTexture = LoadSurfaceTexture('Data/Landscapes/'+World+'/ Texture.png') dlSeaBed = glGenLists(1) glNewList(dl

Re: [pygame] Old pygame tutorial not working

2008-08-04 Thread Casey Duncan
On Aug 4, 2008, at 12:53 PM, Ian Mallett wrote: Exactly, no. In OpenGL, surfaces must be made out of flat 2D polygons. To interpolate a single pixel, I think five steps would be minimally acceptable. That changes one quad into 25. My current heightmap is 257x257 pixels = 256x256 = 65,53

Re: [pygame] Python 3.0 to be backwards incompatible ?

2008-07-31 Thread Casey Duncan
On Jul 31, 2008, at 7:44 PM, Ian Mallett wrote: I understand the difference between float and integer division, my point was that being forced to doing it the long way above is bad. Ian It's hard to tell what you mean by "above", you didn't quote the message ;^) My point was nobody was e

Re: [pygame] Python 3.0 to be backwards incompatible ?

2008-07-31 Thread Casey Duncan
No-one was ever forced to import operator, the old way to force float division was just to ensure one of the operands was a float, e.g., c = float(a) / b float is a built-in, so no import needed. Regardless having an explicit integer division operator is much better. -Casey On Jul 31, 20

Re: [pygame] Python 3.0 to be backwards incompatible ?

2008-07-31 Thread Casey Duncan
Existing games would be run using python 2.x, which will be available in perpetuity. Python 2.6 has a facility to warn you about use of python features not supported in 3.0, plus there will supposedly be tools to help with migration. I suspect python 2.x will continue to be maintained for y

Re: [pygame] Perlin Noise Function

2008-07-30 Thread Casey Duncan
On Jul 30, 2008, at 2:44 PM, René Dudfield wrote: hi, The noise lib that Casey made looks pretty cool :) Thanks. There's also noise code in cgkit (a 3d lib for python). Maybe it would be useful if someone made, or copied a list of cool things you could do with noise functions. Then we can

Re: [pygame] Perlin Noise Function

2008-07-30 Thread Casey Duncan
On Jul 30, 2008, at 12:08 PM, Knapp wrote: On Wed, Jul 30, 2008 at 8:00 PM, Casey Duncan <[EMAIL PROTECTED]> wrote: On Jul 30, 2008, at 11:08 AM, Knapp wrote: [..] One of the links I posted talked about the 3d+ Speed problems and how to fix them. Have you see that yet? I ha

Re: [pygame] Perlin Noise Function

2008-07-30 Thread Casey Duncan
On Jul 30, 2008, at 11:08 AM, Knapp wrote: [..] One of the links I posted talked about the 3d+ Speed problems and how to fix them. Have you see that yet? I had seen that before. The gradient optimization mentioned is really only applicable to classic Perlin noise. The Perlin Improved nois

Re: [pygame] Perlin Noise Function

2008-07-30 Thread Casey Duncan
On Jul 30, 2008, at 4:35 AM, Knapp wrote: On Wed, Jul 30, 2008 at 10:48 AM, DR0ID <[EMAIL PROTECTED]> wrote: Hi I think Perlin noise exist already for python, unless you really want to do it by yourself. Here is one I know of: http://code.google.com/p/caseman/downloads/list There are por

Re: [pygame] Re: [OLPC-Games] PyQNet project on Launchpad

2008-07-28 Thread Casey Duncan
On Jul 28, 2008, at 5:55 PM, Noah Kantrowitz wrote: TCP has many semantics that can be undesirable for some games, in particular "guaranteed delivery" regardless of effective time of transmission. In many real-time applications (FPS games come to mind), state data becomes out of date very qui

Re: [pygame] Re: [OLPC-Games] PyQNet project on Launchpad

2008-07-28 Thread Casey Duncan
On Jul 28, 2008, at 4:49 PM, Noah Kantrowitz wrote: [..] https://coderanger.net/svn/school/2007/fall/egd/magnoball/ pygamenet.py . Also a WiP. PyQNet is split over 8 modules, but the actual number of code-lines in the library (excluding the tests) is pretty small (640 incl. comments and docs

Re: [pygame] Fast simple transposition (90-degree rotation)?

2008-06-10 Thread Casey Duncan
On Jun 10, 2008, at 12:24 AM, Terry Hancock wrote: What's the best way to do (exact) 90-degree rotations in PyGame? There aren't many options, so I suspect pygame.transform.rotate() is the best way. Have you tried it for your application? If that isn't fast enough, your next best option is

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