Re: [pygame] AI Module (was: Perlin Noise Function)

2008-08-03 Thread Knapp
http://www.cybergrain.com/tech/pubs/lines_technote.html broken link in the other link about making perlin movement. My image and test sites for my game/movie. http://flickr.com/photos/[EMAIL PROTECTED]/ http://www.youtube.com/profile_videos?user=xomagick&p=r http://tribes.tribe.net/perspectivemmo

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-08-03 Thread Knapp
On Sun, Aug 3, 2008 at 12:52 AM, Emanuel Berg <[EMAIL PROTECTED]> wrote: > Do you have a screenshot of your project? > > My project is a SNES/Mega Drive RPG with simple but addictive/fast > gameplay. The inspiration is Chrono Trigger. A lot of people like > realistic RPGs (for example in a quasi-me

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-08-02 Thread Emanuel Berg
Do you have a screenshot of your project? My project is a SNES/Mega Drive RPG with simple but addictive/fast gameplay. The inspiration is Chrono Trigger. A lot of people like realistic RPGs (for example in a quasi-mediaeval setting) but I like freaked out, spaced out, psychedelic stuff. Of course

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-08-02 Thread Knapp
On Sat, Aug 2, 2008 at 9:04 PM, Emanuel Berg <[EMAIL PROTECTED]> wrote: > I'm not experienced as a programmer so I don't think I can help you > really but I happen to have an RPG project so for what it's worth I > think it's a great idea with an "RPG module" handling routine things > that are in al

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-08-02 Thread Emanuel Berg
I'm not experienced as a programmer so I don't think I can help you really but I happen to have an RPG project so for what it's worth I think it's a great idea with an "RPG module" handling routine things that are in almost all RPGs. I'd be happy to test whatever you come up with. editor: http://i

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread Knapp
> > > Basically I'd like to see RPG > characters be at least slightly less moronic in 2008 then they were in the > original "Final Fantasy" (most console RPGs aren't even trying) and a > system like this one would be a fairly easy way to do that even in a > homemade game. As for graphical presentat

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread Knapp
On Wed, Jul 30, 2008 at 9:29 PM, Hugo Arts <[EMAIL PROTECTED]> wrote: > On Wed, Jul 30, 2008 at 6:20 PM, Knapp <[EMAIL PROTECTED]> wrote: > > > > That works unless you game is about space and which star out of 30,000 is > > close. Then the idea of finding the distance to everything gets a bit > sl

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread Knapp
On Wed, Jul 30, 2008 at 9:43 PM, Hugo Arts <[EMAIL PROTECTED]> wrote: > On Wed, Jul 30, 2008 at 7:56 PM, kschnee <[EMAIL PROTECTED]> wrote: > > > > I was working with the assumption of this stuff being for a module > outside > > of Pygame. > > > > Of course, I can have no objections of any kind to

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread Hugo Arts
On Wed, Jul 30, 2008 at 7:56 PM, kschnee <[EMAIL PROTECTED]> wrote: > > I was working with the assumption of this stuff being for a module outside > of Pygame. > Of course, I can have no objections of any kind to that. Your library. By all means go ahead and develop it. I might even be persuaded t

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread Hugo Arts
On Wed, Jul 30, 2008 at 6:20 PM, Knapp <[EMAIL PROTECTED]> wrote: > > That works unless you game is about space and which star out of 30,000 is > close. Then the idea of finding the distance to everything gets a bit slow. > To solve this you can take the position and divide by some distance that yo

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread kschnee
On Wed, 30 Jul 2008 17:25:18 +0100, "Hugo Arts" <[EMAIL PROTECTED]> wrote: > I think a dialog system qualifies as neither AI nor generalisable. What > about customising dialog based on the main characters attributes, or > perhaps > NPC's speaking amongst eachother (with a player eavsedropping). Wha

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread Knapp
Mostly I agree but Perlin is a fundamental graphics tool not part of a game engine. On Wed, Jul 30, 2008 at 6:55 PM, Michael <[EMAIL PROTECTED]> wrote: > On Wednesday 30 July 2008 17:25:18 Hugo Arts wrote: > > What you're proposing are all things that belong in a game engine more > than > > in a

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread Knapp
On Wed, Jul 30, 2008 at 6:51 PM, Hugo Arts <[EMAIL PROTECTED]> wrote: > > a function to find what is close to something (This is very doable) > > def close(something, other_things, distance): >r = something.rect.inflate(distance, distance) >return filter(lambda x: something.colliderect(x.r

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread Michael
On Wednesday 30 July 2008 17:25:18 Hugo Arts wrote: > What you're proposing are all things that belong in a game engine more than > in a lib like pygame. +1 (they're all good things mind) MIchael.

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread Hugo Arts
> a function to find what is close to something (This is very doable) def close(something, other_things, distance): r = something.rect.inflate(distance, distance) return filter(lambda x: something.colliderect(x.rect), other_things) There you go, that's the first one. ;-) There is some tal

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread Knapp
On Wed, Jul 30, 2008 at 3:54 PM, kschnee <[EMAIL PROTECTED]> wrote: > On Wed, 30 Jul 2008 12:35:50 +0200, Knapp <[EMAIL PROTECTED]> wrote: > > I also agree that we could make a whole section of code like this. There > > are > > other types of noise, a lot of vector math toys like unit vector and >

Re: [pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread Hugo Arts
On Wed, Jul 30, 2008 at 2:54 PM, kschnee <[EMAIL PROTECTED]> wrote: > > I was playing recently with the A* pathfinding algorithm and made a > workable version of it: > http://kschnee.xepher.net/code/080721a_star_pathfinding.zip > http://kschnee.xepher.net/pics/080720a_star.jpg > > Other things that

[pygame] AI Module (was: Perlin Noise Function)

2008-07-30 Thread kschnee
On Wed, 30 Jul 2008 12:35:50 +0200, Knapp <[EMAIL PROTECTED]> wrote: > I also agree that we could make a whole section of code like this. There > are > other types of noise, a lot of vector math toys like unit vector and > perpendicular vector etc that get used a lot in game making. I am sure > the