Jan Ekholm | 2 Sep 2004 14:54
Picon

Re: using opengl in pygame?

On Thu, 24 Jun 2004, Jasper Phillips wrote:

>
>On Thu, 24 Jun 2004, Jan Ekholm wrote:
>
>> On Wed, 23 Jun 2004, Jasper Phillips wrote:
>>
>> >> > Fantasy Strategy in a homebrew world.  Simultaneous Turns.  Battles
>> >> > reminscent of miniatures games.  Strategic aspects reminiscent of
>> >> > various boardgames.  Plot and adventure reminiscent of King of Dragon
>> >> > Pass.  Magic and research distinct from traditional "shopping" tech
>> >> > trees.  Extensible.  Victory conditions beyond "beat everyone else".
>> >> > Dynamic episodic campaigns.
>>
>> Good luck with your project! I've always loved strategy games, so some
>> discussions about those on this list wouldn't be too bad. :) What kind of
>> networking solution do you have?
>
>Thanks, I hope it comes off well!  Still a long haul until I'm done however.
>I'm avoiding talking much about my game until it nears completion, as I
>don't want to get forgotten in the sea of mediocre and unfinished games.
>I'd much rather come out guns blazing (well, as much as one man shop can!)
>
>For networking I use Twisted, which works nicely.  I've stumbled across a
>couple of bugs, but it's good stuff.  Certainly worlds better than socket
>programming!

A late reply to this post...

Anyway, how have your experiments with Twisted worked out? Still using it?
(Continue reading)

Jasper Phillips | 2 Sep 2004 22:02

Re: using opengl in pygame?


On Thu, 2 Sep 2004, Jan Ekholm wrote:

> On Thu, 24 Jun 2004, Jasper Phillips wrote:
> 
> >
> >On Thu, 24 Jun 2004, Jan Ekholm wrote:
> >
> >> On Wed, 23 Jun 2004, Jasper Phillips wrote:
> >>
> >> >> > Fantasy Strategy in a homebrew world.  Simultaneous Turns.  Battles
> >> >> > reminscent of miniatures games.  Strategic aspects reminiscent of
> >> >> > various boardgames.  Plot and adventure reminiscent of King of Dragon
> >> >> > Pass.  Magic and research distinct from traditional "shopping" tech
> >> >> > trees.  Extensible.  Victory conditions beyond "beat everyone else".
> >> >> > Dynamic episodic campaigns.
> >>
> >> Good luck with your project! I've always loved strategy games, so some
> >> discussions about those on this list wouldn't be too bad. :) What kind of
> >> networking solution do you have?
> >
> >Thanks, I hope it comes off well!  Still a long haul until I'm done however.
> >I'm avoiding talking much about my game until it nears completion, as I
> >don't want to get forgotten in the sea of mediocre and unfinished games.
> >I'd much rather come out guns blazing (well, as much as one man shop can!)
> >
> >For networking I use Twisted, which works nicely.  I've stumbled across a
> >couple of bugs, but it's good stuff.  Certainly worlds better than socket
> >programming!
> 
(Continue reading)

Jan Ekholm | 3 Sep 2004 10:32
Picon

Re: using opengl in pygame?

On Thu, 2 Sep 2004, Jasper Phillips wrote:

>On Thu, 2 Sep 2004, Jan Ekholm wrote:

>> A late reply to this post...
>>
>> Anyway, how have your experiments with Twisted worked out? Still using it?
>> Would you recommend it? I've always been a bit against the way that
>> Twisted is a bit like "do it my way or no way" and prefers to steal the
>> main loop and delegate your game/app to just a small plugin in the Twisted
>> Framework (with a capital F). :)
>
>My experimentation with Twisted stopped more than a year ago.  Now I simply
>use it, and it works nicely.  I highly recommend it.

Can you also recommend some tutorial material that helped you along the
way? I think I had better have a look at this thing, so that I don't later
in my life wake up and know I've missed out on something exceptional. :)

>I don't understand people's fixation with the "main loop".  It's a very
>small bit of code, which does little of interest.  You can still plug
>whatever you like into it's thin wrapper -- and honestly, what do you gain
>from scheduling network events in your own loop?  It's not like you have
>complete control anyway, since the OS handles the true "main loop".  The
>only problem I've seen is that it's a bit tricky to combine with other
>frameworks that want to do the same thing (e.g. wxPython), but only just a
>bit since it's easy to time slice one into the other.

Well, if you do animation and other stuff that is somewhat time critical
it's nice to know that you have control of when the system will perform
(Continue reading)

Jasper Phillips | 3 Sep 2004 22:15

Re: using opengl in pygame?


On Fri, 3 Sep 2004, Jan Ekholm wrote:

> On Thu, 2 Sep 2004, Jasper Phillips wrote:
> 
> >My experimentation with Twisted stopped more than a year ago.  Now I simply
> >use it, and it works nicely.  I highly recommend it.
> 
> Can you also recommend some tutorial material that helped you along the
> way? I think I had better have a look at this thing, so that I don't later
> in my life wake up and know I've missed out on something exceptional. :)

I just used the ones that are on the Twisted website.  The examples I used
for "Perspective Broker" TCP connections were pretty good, but I can't
comment on the rest of the expansive framework.

> >I don't understand people's fixation with the "main loop".  It's a very
> >small bit of code, which does little of interest.  You can still plug
> >whatever you like into it's thin wrapper -- and honestly, what do you gain
> >from scheduling network events in your own loop?  It's not like you have
> >complete control anyway, since the OS handles the true "main loop".  The
> >only problem I've seen is that it's a bit tricky to combine with other
> >frameworks that want to do the same thing (e.g. wxPython), but only just a
> >bit since it's easy to time slice one into the other.
> 
> Well, if you do animation and other stuff that is somewhat time critical
> it's nice to know that you have control of when the system will perform
> heavy and/or blocking stuff. You can also decide that some parts of your
> loop are less important and can be scheduled only every tenth iteration or
> something similar.
(Continue reading)

Josh Close | 5 Sep 2004 08:23
Picon

game design techniques

I'm starting to do some game design for the first time. I can get
things to move around the screen, but I don't really know what I'm
doing. What are some of the game design standards? Probably for just
2D games to start.

How do you organize things? How do you get objects to move smoothly?
How do you get objects to move at different speeds? How do you get
objects to not go past, say, a wall?

Are there any good websites or books that would have some standards
for this sort of thing? Like a tutuorial or something? I've looked at
all the pygame docs examples, and that doesn't do much right now.

Thanks.

-Josh

Josh Close | 5 Sep 2004 23:28
Picon

Re: game design techniques

Has anyone read the "game programming gems" book series? Would these be helpful?

Any help would be appreciated!

-Josh

On Sun, 5 Sep 2004 01:23:37 -0500, Josh Close <narshe@...> wrote:
> I'm starting to do some game design for the first time. I can get
> things to move around the screen, but I don't really know what I'm
> doing. What are some of the game design standards? Probably for just
> 2D games to start.
> 
> How do you organize things? How do you get objects to move smoothly?
> How do you get objects to move at different speeds? How do you get
> objects to not go past, say, a wall?
> 
> Are there any good websites or books that would have some standards
> for this sort of thing? Like a tutuorial or something? I've looked at
> all the pygame docs examples, and that doesn't do much right now.
> 
> Thanks.
> 
> -Josh
>

Jack Nutting | 5 Sep 2004 23:57

Re: game design techniques

On Sep 5, 2004, at 8:23 AM, Josh Close wrote:
> I'm starting to do some game design for the first time. I can get
> things to move around the screen, but I don't really know what I'm
> doing. What are some of the game design standards? Probably for just
> 2D games to start.

I don't know that there are any real "standards" beyond those that  
people impose upon themselves after figuring out what works for them.   
For games, as for other areas of programming, I find that the best way  
to learn is simply lots of trial and error, as well as looking at  
others' code.  Fortunately, python simplifies and quickens the trial  
and error process.

> How do you organize things?

Well, I'm still working on my first pygame project so I still have lots  
to learn, but for what it's worth:  So far, I've got the bulk of the  
game logic in a single class which handles the game loop, creating all  
game objects, etc.  I have a separate sprite subclass for each type of  
object in my game, as well as classes for game levels, the high score  
table, and a group of classes implementing a state machine for the game  
state, plus some small utility classes.

> How do you get objects to move smoothly?

That depends.  In my project, I'm throttling the game at 30 fps.  At  
the low resolution I'm using, all modern machines I've tried it on seem  
to handle my game at 30 fps with ease, which means I can easily make  
smooth movement occur by coding as if the frame rate is constant (since  
in practice it generally is), just making sure that the movement  
(Continue reading)

Daniel Dornhardt | 6 Sep 2004 00:28
Picon
Picon

Re: Re: game design techniques


Josh Close wrote:

>Has anyone read the "game programming gems" book series? Would these be helpful?
>
>Any help would be appreciated!
>
>-Josh
>
>  
>

Hi Josh,

I wanted to type some advice for you this afternoon already, but didn't, 
because i don't have any real good links etc. at hand.

I'll just throw some random thoughts on you, maybe they can get you 
started / in the right direction.

small games / experiments (no title screen, etc) are organized like this 
(i do it that way, it's quite generic, i think)

<imports>
import os, pygame, from pygame.locals import *, etc, whichever modules 
you need
maybe a good order to do so is python modules first (os, sys, math...), 
then API's (pygame, whatever), then possibly other files from your project
</imports)

(Continue reading)

SGD | 6 Sep 2004 00:40

RE: Re: game design techniques

HI Josh,
IMO, Game Programming Gems are great books to have on hand or just to
read through. I have volumes 1-3 and was pretty happy with the info
contained in them. I keep hearing volume 4 has some nice stuff in it but
I haven't read it or looked through it yet. They are highly recommended
books, but not really py related.

I don't really have any link to resources for your other questions on
hand but I know there are many out there (mostly c/c++ releated). But If
I remember correctly there are quite a few pygame example games out
there that cover what you're asking but I don't think many come with
tuts, just code.

Steven

-----Original Message-----
From: owner-pygame-users@... [mailto:owner-pygame-users@...]
On Behalf Of Josh Close
Sent: Sunday, September 05, 2004 5:29 PM
To: PYGAME
Subject: [pygame] Re: game design techniques

Has anyone read the "game programming gems" book series? Would these be
helpful?

Any help would be appreciated!

-Josh

On Sun, 5 Sep 2004 01:23:37 -0500, Josh Close <narshe@...> wrote:
(Continue reading)

David Konsumer | 6 Sep 2004 16:48

PyMedia

I am trying to use pymedia ( http://pymedia.sourceforge.net/ ) to play a
compressed (divx AVI) video file.  I can get it to display video, but I
have a feeling I'm doing something wrong, because it's really slow.  Has
anyone had any success playing compressed video in pygame?

My code is at http://toughtechs.com/projects/game/code/aviplayer.py

Thanks,
David


Gmane