Rob van der Most | 31 Jan 17:41 2015
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FOSDEM

Hi,

Are any of the Pyglet developers at FOSDEM?

Rob

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Nathan | 26 Jan 19:47 2015
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Just Ship It

As one of the earliest users of Pyglet, and as the once-maintainer of AVbin:


JUST SHIP IT.  Then fix a couple things and ship that.  Then fix a couple more things and ship that...

http://blog.codinghorror.com/version-1-sucks-but-ship-it-anyway/

:-)


It's been fun watching the pyglet list light up again.  I haven't seen it this active since 2008.  I've since moved on to Unity3D, since I needed to get on with life and build things with an engine, rather than build/fix an engine, but man do I wish Unity3D had pyglet's clean design and event system (and actually had a real Python option).

OH!  Someone with chops for C needs to pick up AVbin where I left off, unless you are going to stick to raw WAV files for the entirety of your media handling.  I'm happy to give commit access to anyone who will take responsibility for it.

I wish you guys all the best.  I hope Pyglet gets a second wind.

~ Nathan

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Nick Del Grosso | 26 Jan 12:45 2015
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To-do list for new features, bugfixes, etc.

I have intermediate Python skills and would like to get involved in developing Pyglet in a way that helps increase the productivity of its main developers (you advanced guys!).  I've never been involved in contributing to the open source community before, though, and I'm not sure where to begin.  If there was a ToDo list somewhere, like on the BitBucket site, it would be very easy to do simple things that might improve the package as a whole.  Does anyone have any ideas on how to get this implemented, or can point me to where it already is?  

Best wishes,
Nick

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Rob | 26 Jan 09:11 2015
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OSX: Should we deprecate carbon support?

Hi all,

I am not a Mac user, so I do not know much about the platform requirements. Pyglet 1.2 includes cocoa support for OSX, do we still need to keep the old carbon support? Or can we remove it in 1.3?

Rob

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Salvakiya | 25 Jan 15:37 2015
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help with understanding Image, Sprite, SpriteGroup, and Animations.

Hello, I am working on a project I call PyGM(Python Game Maker). Game Maker(GM) is a game engine which uses its own scripting language called GML(Game Maker Language). PyGM aims to add Game Maker functions to python. Python is a much more elegant language than GML however GML has some nice functions which I wish Python had.

PyGM uses pyglet. In GM you can add a sprite to your game by calling sprite_add.

in GML a snippet of code might look something like:

//sprite_add(file_name, image_number, remove_background, smooth, x_orig, y_orig)
//image_number is for animations... if there are 10 images it will load 10 images from the sprite strip
//smooth is a sort of blur and I dont think it is useful
//x_orig and y_orig is where you define the center of the sprite. a 32x32 sprite would usually be 16x16 if you planned on rotating the image
goblin_sprite = sprite_add("goblin.png", 10, True, False, 16, 16); //Load Sprite and save it in goblin_sprite variable

sprite_index = goblin_sprite; //sets the current Entity's Sprite to goblin_sprite

sprite_number = 9; //set the current image in the animation
image_speed = .5; // lets cut the animation speed in half

image_angle = 120;// also we can rotate the image 0-360


in PyGM I was aiming for the same kind of functionality but am unsure how to go about it because there are so many moving parts. here is what it might look like

class Goblin(Entity):
    __init__(self, **kw):
        super(Goblin, self).__init__(**kw)
        my_sprite = pygm.sprite_add("goblin.png", image_number = 10, image_rows=10, image_columns=1, remove_background = True, x_orig = 16, y_orig = 16)
        my_sprite.image = 9
        my_sprite.image_speed = .5
        my_sprite.angle = 120

the Goblin class would automatically draw that sprite at its given x and y coordinates offset by the sprites x_orig and y_orig and rotated by the angle. I have no idea how to implement this. Would I be replacing pyglet.sprite.Sprite? I would also need to allow sprite batching too which is something GM has not had for a long time(until recently).

I have a system set up for the entity's and they function like GM objects. I just need to get the graphics side working.

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Rob | 25 Jan 12:33 2015
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Release candidate 1.2rc1

Hi all,

I just created a release candidate for 1.2. The files are available on BitBucket: https://bitbucket.org/pyglet/pyglet/downloads

Release notes are available here: https://bitbucket.org/pyglet/pyglet/src/c42a9d8c1c759428299b2d326cdc91a8acee825c/RELEASE_NOTES?at=pyglet-1.2-rc1

I will also try to create an .msi. However I do not have a Mac, so I cannot roll a package for OSX.

I will start testing this on Linux and Windows. Can someone try it on OSX?

Rob

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Rob | 23 Jan 18:55 2015
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Test strategy

Hi all,

I was looking at the current tests implemented for Pyglet. You all might know they are quite cumbersome to run due to the manual work. There is some functionality to run as an automatic regression set, but there is no default reference (which is understandable given the challenges). The result is that it can be quite hard to apply a patch while being sure you are not breaking existing functionality.

I want to propose to make the following changes to how Pyglet is tested:

- Split off the non-interactive tests and convert them to unit tests.

Unit tests
- Determine coverage of the unit tests
- Write unit tests until full coverage is obtained, while keeping test time short

Interactive tests
- Create a verified set of reference images for each supported platform (for now not considering hardware differences)
- Show a second window with the reference image, so you do not need to read that much, but you can directly compare
- Change tests that require additional keypresses to have a default run sequence, with reference images for each step
- Automatically compare screen results to reference image and only show comparison if they do not match
- Try to generate input events (keyboard, mouse) for Linux platform (maybe some tools are also cross-platform)

As there are more interactive tests, I think I will focus on that first. Functionality for doing regression checking is present, but needs some polishing. I might also borrow some inspiration from Cocos's auto test set.

Rob

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Leif Theden | 15 Jan 18:32 2015
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Experimental Fork

Hey pyglet users,

I was working on a few in-house graphical utilities for the company that I work for and I wanted to use pyglet for it.  We use Windows and I was required to have my apps run on it, and I found that pyglet was pretty awkward to use on on Windows and python 3.4.  So, I spent a couple weeks developing my in-house apps and maintaining a fork of pyglet.  I'd just like to announce it here in case any one is interested.  I'm not trying to break up the community or pull developers away, just offering my own changes in case any one is interested.  I have changes in the CHANGELOG file.  I've tried to follow the issues on the google code project page, and I have submitted a patch for some issues there,

Overall, my goals were: a better clock, python 3.4 support, windows support, PEP8 compliance, and to make it workable for me. I also refactored many of the tests to operate like modern unit tests, and mocked out some things to make it fast.  That is considered a WIP and still needs a lot of work.  Anyone is welcome to pull changes from it.  If anyone would like to discuss change to the clock, event loop, windows, etc.  Feel free to discuss it here.

Cheers!

https://github.com/bitcraft/pyglet/

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01AutoMonkey | 9 Jan 20:11 2015
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http://open.gl/ OpenGL tutorials from C++ and SFML to Python and Pyglet

I've ported the C++ and SFML http://open.gl/ tutorial sample code to Python and Pyglet, http://open.gl/ covers all the basics of modern OpenGL, you can find the translation/port at: https://github.com/01AutoMonkey/open.gl-tutorials-to-pyglet

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Nick Del Grosso | 9 Jan 18:37 2015
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FPS Slower with multiple windows

I'm writing an application in Pyglet that requires multiple windows to be updated at high framerate.  Instead of rendering each window at 60 fps, though, pyglet is alternating between the windows each time it wants to render.  So, two windows render at 30fps, 3 windows at 20fps, etc.  This is not a slowdown issue or anything--it happens even when there is nothing to render inside the window (see test code below).  

Does anyone have suggestions on how to get back framerate on the windows?  I think it has something to do with pyglet's clock or event handler, but I haven't found yet how to fix it.  Thank you in advance, and I look forward to being a part of the pyglet user community!
__________________________________________

import pyglet

number_of_windows = 5

windows = []
for idx in range(0, number_of_windows):
    #Create a window with multisampling (antialiasing)
    windows.append(pyglet.window.Window(resizable=True, fullscreen=False))


def update(dt):
    pass
pyglet.clock.schedule_interval(update,1./120)


for window in windows:
    <at> window.event
    def on_draw():
        print(pyglet.clock.get_fps())  #Console outputs framerate.
pyglet.clock.set_fps_limit(0)

pyglet.app.run()

_____________________________________________


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Luke Miller | 7 Jan 02:26 2015
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Memory leak

Hi,

I have a slow memory leak in my pyglet 1.2 program and I have no idea
how to debug it. I do a lot of Sprite creation and destruction. The
two pyglet classes I use are Sprite and Animation.

create:
    obj._animation = pyglet.image.Animation(frames)
    obj._sprite = pyglet.sprite.Sprite(obj._animation, **kwargs)

destroy:
    if obj._sprite:
        obj._sprite.delete()
    obj._animation = None
    obj._sprite = None

However after several thousand of these loads and unloads the memory
use is over 8gb even though inspection of my object list shows only
the currently in-use objects (eg five or six objects) with sprites
attached.

I'm not using Batch and gc.garbage shows an empty list.

So yeah, not sure where to start debugging this stuff, any pointers appreciated!

Regards,
Luke

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Gmane