GSoC 2012 was recently announced. I was just wondering if anybody knows
if Pygame will make it into this year's GSoC? I'd quite like to do a
project for GSoC, but am only likely to do so if Pygame is accepted.
Thanks,
Sam Bull
signature.asc
Description: This is a digitally signed message part
GSOC=Google summer of code
-Zack
On Feb 21, 2012, at 4:36 PM, Sam Bull sam.hack...@sent.com wrote:
GSoC 2012 was recently announced. I was just wondering if anybody knows
if Pygame will make it into this year's GSoC? I'd quite like to do a
project for GSoC, but am only likely to do so if
--
Nikhil Murthy
Entered as Issue 62 at Pygame issue tracker.
Lenard Lindstrom
On 06/02/11 03:35 PM, David Burton wrote:
Aha! Thanks for this info, Greg and Lenard!!
Also, thanks, Lendard, I do think this is worth opening an issue about.
It seems that it is not a .dict() method, but a .dict attribute. It
On 07.02.2011 05:37, David Burton wrote:
On Sun, Feb 6, 2011 at 4:42 PM, Greg Ewing
greg.ew...@canterbury.ac.nz mailto:greg.ew...@canterbury.ac.nz wrote:
David Burton wrote:
(That's because, if you are an experienced programmer, you
have learned [probably the hard way]
On Mon, Feb 7, 2011 at 1:28 PM, DR0ID dr...@bluewin.ch wrote:
Hi
from deep within the GUI code itself -- how does that get called? from
the event loop?
In a typical pygame app, the event loop is simply the outermost level of the
application. So if the GUI toolkit uses callbacks to
On Feb 6, 2011, at 9:37 PM, David Burton wrote:
On Sun, Feb 6, 2011 at 4:42 PM, Greg Ewing greg.ew...@canterbury.ac.nz
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
Or you could do it the other way around. Instead of building event support
on top of callbacks, by having callback functions which (optionally) post
pygame events, you could build callback support on top of events, by posting
pygame events which (optionally) contain callback functions.
In
David Burton wrote:
With callbacks, if, when your application gets a button clock or
whatever, it then tries to do more user interactions, it will be
reentering the GUI code for a new user interaction from deep within the
GUI code itself,
Yes, this is the way modal dialogs are implemented
DR0ID wrote:
and pushing the events on the pygame event loop could be dangerous
because it is possible that there are already other events on the queue
that will change the state of the application (or gui elements) so that
at the time when your event gets processed it brakes (because the
That sounds even more complicated than either events or callbacks alone.
And yes you can pass references to functions (or other python callables)
around, which is one of the reasons that callbacks are so simple to code in
Python.
Bear in mind that one person's nice abstraction is another's
David Burton wrote:
Some dialogs have a backing out operation (the close button, or the
ok button, or whatever). But many don't.
If it's a *modal* dialog, it *has* to have some way of backing
out. Conversely, if it doesn't, it has to be non-modal.
But if the GUI is structured to use
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 response to a click if you're deep in the bowels of the
GUI code [which has called your callback function], since
Aha! Thanks for this info, Greg and Lenard!!
Also, thanks, Lendard, I do think this is worth opening an issue about.
It seems that it is not a .dict() method, but a .dict attribute. It appears
to be almost the equivalent of dir(), lacking the .type entry, but including
the other attributes
On Sun, Feb 6, 2011 at 4:42 PM, Greg Ewing greg.ew...@canterbury.ac.nzwrote:
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 response to a click if you're deep in
Hi guys,
I'm looking for some input into widget events, and what people think is
the best way to implement this.
There seems to be two main methods, either a widget can have functions
that are called on these events, or the widget can emit a Pygame event
that will then be handled in the main
Sam Bull wrote:
But, from a conversation with someone else about this, it was suggested
that this could complicate the game code, and it would be better to use
events in order to keep the game code and GUI code separated.
It's not necessary to use pygame events to achieve that. Techniques
for
with it, but there are also many
flavors of Linux that could benefit from a simple install wrapper for those who
don't live on the command line.
--- On Tue, 1/25/11, kunal kunal...@gmail.com wrote:
From: kunal kunal...@gmail.com
Subject: [pygame] GSOC 2011 ideas for pygame
To: pygame-users@seul.org
Date: Tuesday
:
From: kunalkunal...@gmail.com
Subject: [pygame] GSOC 2011 ideas for pygame
To: pygame-users@seul.org
Date: Tuesday, January 25, 2011, 10:58 PM
Hi all,
I am planning to work on pygame for this GSOC 2011.
Can someone point me to some prospective ideas, or
junior jobs that i can undertake.
I am
, asking the client
basic bootstrap
questions. Then just install the game to the system, for the varied
linux distros.
Did i understand you correctly ?
--- On Tue, 1/25/11, kunalkunal...@gmail.com wrote:
From: kunalkunal...@gmail.com
Subject: [pygame] GSOC 2011 ideas for pygame
To: pygame
an Installer , asking the client
basic bootstrap
questions. Then just install the game to the system, for the varied
linux distros.
Did i understand you correctly ?
--- On Tue, 1/25/11, kunalkunal...@gmail.com wrote:
From: kunalkunal...@gmail.com
Subject: [pygame] GSOC 2011 ideas for pygame
installer, for Windows. I don't have a Linux machine to work with.
good luck!
--- On Wed, 1/26/11, kunal kunal...@gmail.com wrote:
From: kunal kunal...@gmail.com
Subject: Re: [pygame] GSOC 2011 ideas for pygame
To: pygame-users@seul.org
Date: Wednesday, January 26, 2011, 7:47 PM
On 01/26
Hi all,
I am planning to work on pygame for this GSOC 2011.
Can someone point me to some prospective ideas, or
junior jobs that i can undertake.
I am comfortable with python.
regards,
Kunal
Hi,
I was wondering if there was any chance of creating a new GUI toolkit in
Pygame, for Google Summer of Code. I know this isn't working directly on
Pygame, but I think an easier to use, more detailed toolkit may lower
the entry barrier for new developers, and provide a smoother experience
to
I don't make such decisions, but I think this is a fabulous idea. We've been
sorely lacking something like this.
-
Sent from a mobile device. Apologies for brevity and top-posting.
-
On Jan 15, 2011, at 6:46 AM, Sam Bull
Hi,
On Thu, Sep 16, 2010 at 7:20 PM, RB[0] roeb...@gmail.com wrote:
There is a 2010 page as well, the link appears to have been fixed...
I haven't been involved in GSOC before either, but this is the pygame
mailing list so I don't think he is actually asking you personally Neilen,
but the
Hi,
I am working on an article for the Python Software Foundation's blog,
http://pyfound.blogspot.com/, about the various Python projects that were
worked on during this year's Google Summer of Code program. They want me to
write up something about what projects were worked on and what the
Hi Mike,
On Thu, Sep 16, 2010 at 4:08 PM, Mike Driscoll m...@pythonlibrary.org wrote:
Hi,
I am working on an article for the Python Software Foundation's blog,
http://pyfound.blogspot.com/, about the various Python projects that were
worked on during this year's Google Summer of Code
Hi Neilen,
In the Development section on that link, it lists the following: PyGame has
their own ideas page (5th down). Of course, it links to the 2009 page on
PyGame's site: http://pygame.org/wiki/gsoc2009ideas
Not sure how it got included on the 2010 wiki page though. Sorry to bother
you guys.
There is a 2010 page as well, the link appears to have been fixed...
I haven't been involved in GSOC before either, but this is the pygame
mailing list so I don't think he is actually asking you personally Neilen,
but the Pygame community.
I believe you should speak with Marcus, he seems the most
Hi,
Yeah, I was asking the community in general since there is no specific go-to
person mentioned on that website. Sorry I wasn't clearer. I was hoping that
whoever was involved this year would contact me.
- Mike
On Thu, Sep 16, 2010 at 12:20 PM, RB[0] roeb...@gmail.com wrote:
There is a
Hi,
There was only one Pygame specific project this year. It is mentioned on
the Pygame page http://www.pygame.org/news.html under the July 6 entry.
Lenard Lindstrom
On 16/09/10 11:00 AM, Mike Driscoll wrote:
Hi,
Yeah, I was asking the community in general since there is no specific
go-to
Hi Lenard,
Thanks for the heads-up!
- Mike
On Thu, Sep 16, 2010 at 2:26 PM, Lenard Lindstrom le...@telus.net wrote:
Hi,
There was only one Pygame specific project this year. It is mentioned on
the Pygame page http://www.pygame.org/news.html under the July 6 entry.
Lenard Lindstrom
On
Lorenz Quack wrote:
Hey,
I have to agree with the other comments. it's really looking good so far!
Thanks.
On 06/17/2010 06:05 PM, jug wrote:
Hello,
I'd like to give you a short status report of the pygamedraw gsoc
project.
I've implemented the main class structure and basic drawing
Hello,
I'd like to give you a short status report of the pygamedraw gsoc project.
I've implemented the main class structure and basic drawing methods, so
its already usable:
# ...
red = pygame2.Color(200, 0, 0)
blue = pygame2.Color(0, 0, 200)
my_pen = SolidPen(color=red)
my_pen.width = 6
sweet as :)
The module is looking very nice so far, I'm looking forward to using it =)
Have you though about implementing the Pen class as an abstract class with
the abc module? That would prevent Pen from being directly instantiated.
On Thu, Jun 17, 2010 at 13:29, René Dudfield ren...@gmail.com wrote:
Looking good.
Lenard
Hey,
I have to agree with the other comments. it's really looking good so far!
On 06/17/2010 06:05 PM, jug wrote:
Hello,
I'd like to give you a short status report of the pygamedraw gsoc project.
I've implemented the main class structure and basic drawing methods, so
its already usable:
Hey, I'm in need of some fast drawing functions that can correctly
paint brush strokes... eg. if I draw a series of points 1px apart,with
alpha, is it going to look like a bunch of overlapping circles, or is
it going to look like a thick line of the correct alpha value?
Also, these are
Hi Julian,
A great idea. If the new module implements all the functionality of the
current modules, then for backwards compatibility the draw module, or
something like it, can be implemented in Python on top the new module.
So the new module should have a different name. Though I ported the
Hello!
I'm going to write a new draw module for pygame and pygame2 as part of
GSoC this year. The aim is to have one draw module for pygame that
implements not only the very basic drawing of a few plain color shapes but
also drawing of more advanced shapes and whith more advanced attributes
(ie.
Yay.
Pygame has needed this for a LONG time.
Good luck! Keep us updated.
On Sun, May 2, 2010 at 5:55 PM, jug j...@fantasymail.de wrote:
Hello!
I'm going to write a new draw module for pygame and pygame2 as part of
GSoC this year. The aim is to have one draw module for pygame that
implements
Hi,
those of you who want to participate at the GSoC this yesar, make sure
you apply (if you did not already) until tomorrow, 7pm UTC.
If you submitted a proposal already on this list, but did not get any
fdeedback yet, do not hesitate to submit it to the google webapp
anyways. We will read it
Hi,
all students who want to participate in the GSoC this year, are
recommended and advised to sign up for the GSoC and submit their
proposals under the PSF now.
http://socghop.appspot.com/gsoc/org/home/google/gsoc2010/python
There are only two days left for submitting the proposal (until
On Sat, Apr 3, 2010 at 4:25 PM, Kris Schnee ksch...@xepher.net wrote:
On 4/3/2010 12:58 PM, jug wrote:
Marcus von Appen wrote:
What would be interesting here is, what the Pen class would offer except
from the drawing functions wrapped up in a class and som additional
shapes.
What about
I tried to use OpenGL and found that drawing anything in 2D was very hard.
For instance, I couldn't simply build a 3D set of shapes and then draw onto
the screen in 2D, using existing Pygame functions; I had to muck around with
textures instead. And drawing text in OpenGL -- just 2D text on a 2D
Hi Everyone.
I'm very interested on applying to GSoC in Pygame. The idea I like
from the ideas page is Improved Sprite and scene system. For this
idea, is very important to hear comments from people that use pygame.
The idea is in http://www.pygame.org/wiki/gsoc2010ideas.
I'm trying to be as
Hello,
I had put forward a proposal for this a while ago, but due to a very
crippling college workload, I have not been able to do too much towards
following it up, and likely will not be able to do much towards it until my
summer break. You should have a look through the old threads. To
Marcus von Appen wrote:
What would be interesting here is, what the Pen class would offer except
from the drawing functions wrapped up in a class and som additional
shapes.
What about e.g. an aa-property to keep the argument amount low,
transformation and rotation angles for the x- and y-axis
On 4/3/2010 12:58 PM, jug wrote:
Marcus von Appen wrote:
What would be interesting here is, what the Pen class would offer except
from the drawing functions wrapped up in a class and som additional
shapes.
What about e.g. an aa-property to keep the argument amount low,
transformation and
Hello everyone,
My name is Gabriel Silk, and I'm a fifth-year undergraduate computer science
student at the University of British Columbia in Vancouver, B.C. I'm
interested in networking, audio, game dev, and I'm a huge fan of open source
software -- that's why Pygame's OSC project is a natural
On, Sun Mar 07, 2010, Julian Habrock wrote:
Hello,
I'd like to rewrite/improve the pygame draw module(s) as a GSoC project.
Currently, there are pygame.draw and pygame.gfxdraw, but both are not
very usable. There is just a small set of basic shapes to draw. Another
important
point is the
On Sun, Mar 7, 2010 at 2:30 PM, Evan Kroske e.kro...@gmail.com wrote:
I plan to make my framework much simpler by restricting the game
developer's options
I plan to make my framework much simpler by restricting the game
developer's options to hide complexity. Here's an idea of the type of
On Sat, Mar 20, 2010 at 6:16 PM, Luke Paireepinart
rabidpoob...@gmail.com wrote:
On Sun, Mar 7, 2010 at 2:30 PM, Evan Kroske e.kro...@gmail.com wrote:
I plan to make my framework much simpler by restricting the game
developer's options
I plan to make my framework much simpler by
Hello,
I'd like to rewrite/improve the pygame draw module(s) as a GSoC project.
Currently, there are pygame.draw and pygame.gfxdraw, but both are not
very usable. There is just a small set of basic shapes to draw. Another
important
point is the missing anti-aliasing. Well, the new gfxdraw has
On Sun, Mar 7, 2010 at 8:03 AM, Nikhil Murthy murthyn...@gmail.com wrote:
You should really take a look at Thadues Burgess's pyBTS, where a lot of the
things you have mentioned have been done, at least partly.
and DR0ID has written an awesome tile loader.
---
//Alex
Hello all!
So I am applying again this year, to properly finish my project last year.
The movie module was largely finished in last year's GSoC project, however,
it wasn't quite ready for release, with a few bugs and not compiling on
windows.
My proposal is to fix up those bugs, get it compiled
I plan to make my framework much simpler by restricting the game
developer's options
Thadeus Burgess wrote:
I have actually attempted to perform this same thing. My project went
on a standstill as other things were pressing, however I am interested
in reopening my project back up.
I am
I'd like to work on a Pygame-related project for GSoC, so I've been
thinking about possible projects I'd like to do. My favorite idea is
developing a micro-framework on top of Pygame to cut the volume of
code required to create a game within a well-defined genre. It would
revolve around assigning
I have actually attempted to perform this same thing. My project went
on a standstill as other things were pressing, however I am interested
in reopening my project back up.
I am calling it PyBTS (pygame behind the scenes). It includes a world
manager, terrain, physics based on the genre. You can
You should really take a look at Thadues Burgess's pyBTS, where a lot of the
things you have mentioned have been done, at least partly. For instance,
look at his entity module and the weapon classes in there to get ideas for
the weapons you used as your first example.
On Sun, Mar 7, 2010 at 11:42
Hello again,
I am still interested in working for pygame for GSOC 2010, and would
like to work towards improving the sprite and scene system. If this is
possible, than I will start gathering information as to what people
would like to see in the sprites and scenes immediately. Also, would
it be
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
Hello,
I committed the camera module to the official svn trunk.
Please post any remarks about the module here.
Because I couldn't get the camera to grab a flipped frame, I wrote a
function that does this manually. It could be improved a bit but I
will wait with that untill you peaple have
Hello,
I committed the camera module to the official svn trunk.
Please post any remarks about the module here.
Because I couldn't get the camera to grab a flipped frame, I wrote a
function that does this manually. It could be improved a bit but I
will wait with that untill you peaple
I don't see the new files in the repository, just the updated ones.
Did you do an svn add?
Nirav
On Sun, Aug 16, 2009 at 2:54 AM, el lauwerel.lau...@gmail.com wrote:
Hello,
I committed the camera module to the official svn trunk.
Please post any remarks about the module here.
Because I
Midterm report
##
With the midterm evaluation behind us I thought it would be useful to
post a update
on the progress on the camera module for Mac OSX. The current version on
github.com/ab3/pygame-mirror/ can read a frame from the camera and
copy it to
the surface. There is
I don't have anything running OS X to test it on, but it is possible
the colors are in a different order. (BGR vs RGB). Try pointing the
camera at a test pattern and seeing if any colors are switched.
http://en.wikipedia.org/wiki/File:SMPTE_Color_Bars_16x9.svg
Nirav
On Fri, Jul 17, 2009 at
hello,
just in case anyone missed it, each of the GSOC participants have a blog up
now:
- Tyler Laing http://oddco.ca/zeroth/zblog will improve the movie
support in pygame, by adding an ffmpeg-based module
(bloghttp://oddco.ca/zeroth/zblog).
http://www.oddco.ca/zeroth/zblog/
- Vicent
Hoi,
I will be using github: http://github.com/ab3/pygame-mirror/tree/master
If you like I can make a weekly commit to svn...
Slu
hello,
just in case anyone missed it, each of the GSOC participants have a
blog up now:
Tyler Laing will improve the movie support in pygame, by adding an
Ok, the transform problems were caused by the Mac not having MMX, so
some untested code was conditionally compiled. As for the unit test
errors I don't know what is happening there. Some newly added unit tests
to base_test.py were ported back from the python3 trunk. That is where
the Python
On Mon, May 4, 2009 at 4:44 PM, Lenard Lindstrom le...@telus.net wrote:
Ok, the transform problems were caused by the Mac not having MMX, so some
untested code was conditionally compiled. As for the unit test errors I
don't know what is happening there. Some newly added unit tests to
René Dudfield wrote:
On Mon, May 4, 2009 at 4:44 PM, Lenard Lindstrom le...@telus.net
mailto:le...@telus.net wrote:
Ok, the transform problems were caused by the Mac not having MMX,
so some untested code was conditionally compiled. As for the unit
test errors I don't know what is
Oi,
Ok, I will use git as for my daily work, and submit my code to svn if
I need a global feedback.
I have solved the problem with architecture, but now I get the following
syntax error in the pygame code:
rc/transform.c:57: error: syntax error before ‘_state’
src/transform.c:58: warning:
My automated build machine is having the same problem on OS X, so I'd say
it's nothing wrong with your setup:
http://thorbrian.com/pygame/builds.php
On Sun, May 3, 2009 at 12:14 AM, el lauwer el.lau...@gmail.com wrote:
Oi,
Ok, I will use git as for my daily work, and submit my code to svn if
hi,
looks like some changes from the py3k merge that Lenard just did.
Note, that the build bot last built successfully: revision 2047
So you can always check out that revision, that built successfully on osx,
until trunk is fixed.
This is also points out how changes on one platform can
... and it looks like Lenard has fixed it already too. Latest svn trunk
compiles on osx again.
cu,
On Mon, May 4, 2009 at 8:03 AM, René Dudfield ren...@gmail.com wrote:
hi,
looks like some changes from the py3k merge that Lenard just did.
Note, that the build bot last built successfully:
Oi,
I am installing the latest version of pygame on svn,
so I can start coding on my camera module. I am
installing it under virtualenv so I can keep using
the stable pygame release for my current games.
1)
I recently reseaved a svn account for the pygame
svn repository. How do you sugest I use
Hi,
more below...
On Sun, May 3, 2009 at 2:50 PM, el lauwer el.lau...@gmail.com wrote:
Oi,
I am installing the latest version of pygame on svn,
so I can start coding on my camera module. I am
installing it under virtualenv so I can keep using
the stable pygame release for my current
I personally found/find it useful to use a personal git repo, and use
git-svn to stay up to date with the Pygame SVN. You can use git svn
rebase to keep your repo up to date with upstream and then commit
with git svn dcommit when you have code that others can
use/test/hack.
There is a decent
Hoi,
Those mask functions sound useful. Do you think it would be a good
idea to
implement a kalman filter in pygame that can be used for color based
object
tracking.
Is there a good place I can find computer vision related information.
Grtz
On 9-apr-09, at 18:08, Nirav Patel wrote:
A kalman filter is I think implementable in numpy without much
difficulty, and numpy is already a dependency.
It depends on what you are looking for, but searching Google Scholar
on a specific topic is a great way to learn about various algorithms.
Nirav
On Fri, Apr 10, 2009 at 5:07 AM, el
Hoi,
I recently posted my proposal for GSOC to socghop. There where some
comments about the content, so I have updated my proposal, and hereby
posted it to this mailing list so guys can comment further on my
proposal...
Rene Dudfield maid the following remark about my original proposal:
Excellent. Making your code available as you work on it is a great
idea, especially for something like this that needs to be tested on a
wide range of hardware.
About pattern recognition, something like face recognition is probably
too heavy for pygame purposes and would be better suited for
Hi guys,
I would like to receive some feedback about my proposal Improved Sprite and
Scene System for Pygame.
Draft at:
http://socghop.appspot.com/student_proposal/show/google/gsoc2009/erisvaldojunior/t123873664199?subscription=on
Also attached.
Please provide me some tips because
Hi,
there are already layer sprite classes:
eg. http://pygame.org/docs/ref/sprite.html#pygame.sprite.LayeredUpdates
Apart from that your application looks pretty good. I like pretty
much all of your proposed enhancements (tiles, animated sprites, and
scenes). I think they'd all be useful for
one minor thing...
To maintain backwards compatibility, Sprite would become a more
abstract type that supports either the actual Sprite system (which
would receive some improvements) and the growing up engine.
The end of this sentance sounds funny... the growing up engine.
cheers,
On Sat, Apr
with
test suite.
28. July - 10. August: Optimize the implementation.
11. August - 17. August: Clean up code, test suite and
documentation.
Origin of this proposal:
I was actually working on this when I stumbled upon the pygame GSoC
website [4
Hi, my name is Evan Kroske, and I would like some input on my GSoC proposal:
http://socghop.appspot.com/student_proposal/show/google/gsoc2009/evankroske/t123863226991
I am applying for the pgreloaded example suite project, but I use
tutorial to mean example. As the project mentions, I'm a
On, Thu Apr 02, 2009, d...@amberfisharts.com wrote:
Hello,
I did as you recommended my application with some changes (mainly changeing
the focus from pygame to general use with pygame as a usecase).
It seems though that I can't publicly link to my proposal.
Can the Mentors review the
Greetings pygame-users,
I'm a second year undergraduate student at the Faculty of
Electrotechnical Engineering in Croatia, Osijek. I was a participant
in the last year's GSOC under the PSF (working on the tinypy project,
more specifically) and would like to reapply again this year. My
project
Hi Denis,
looks like a good project...
I've forwarded your email onto Phil, so hopefully if he has time he
will consider being your mentor for this.
Definitely submit your application.
- to reuse existing pygame tests, a simple port of the module unittest
would save your time. It's not such
hi,
@Mike: would you like to be put down as a backup part time mentor? I
could probably go as the full time/other mentor in that case.
It would be a very useful project for people making opengl
games/programs who want backup software rendering, as well as being
useful in its own right.
its only little time left for submiting deadline but i want to share
quickly my ideas with you about AI module and i can work for a
proposal. I red some discussions about this on the mailing list. Here
is my opinion. A* algorithm is not a very hard thing to write. Porting
it from C may make it
hi,
I don't know if that is enough for a 3 month project. Perhaps a few
more things could be added.
cheers,
On Thu, Apr 2, 2009 at 12:02 PM, Orcun Avsar orc@gmail.com wrote:
its only little time left for submiting deadline but i want to share
quickly my ideas with you about AI module and
was actually working on this when I stumbled upon the pygame GSoC
website [4]. There they suggested exactly this project as an GSoC entry.
Further notes:
I already started work on this project which might compensate for
my estimated workload falling a bit short of the expected 40 hours
and documentation.
Origin of this proposal:
I was actually working on this when I stumbled upon the pygame GSoC
website [4]. There they suggested exactly this project as an GSoC entry.
Further notes:
I already started work on this project which might compensate for
my estimated
Hi René,
Here's my proposal. Looking forward to your feedback.
--
Denis Kasak
About You
=
1) Your Name:
Denis Kasak
2) Contact Information:
denis.ka...@gmail.com
IRC nick: dkasak
ICQ: 46413957
XMPP: denis.ka...@gmail.com/Laptop
Mobile:
Hi,
I spoke to Phil, and I don't think he's interested in mentoring it.
Maybe ask on the tinypy list or psf list*[0] to see if anyone else is
interested in mentoring. Or instead think of a separate project
proposal(maybe python or SDL related).
cheers,
*[0]
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