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  • pygame double buffering

    - by BaldDude
    I am trying to use double buffering in pygame. What I'm trying to do is display a red then green screen, and switch from one to the other. Unfortunately, all I have is a black screen. I looked through many sites, but have been unable to find a solution. Any help would be appreciated. import pygame, sys from pygame.locals import * RED = (255, 0, 0) GREEN = ( 0, 255, 0) bob = 1 pygame.init() #DISPLAYSURF = pygame.display.set_mode((500, 400), 0, 32) DISPLAYSURF = pygame.display.set_mode((1920, 1080), pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE | pygame.FULLSCREEN) glClear(GL_COLOR_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() running = True while running: if bob==1: #pygame.draw.rect(DISPLAYSURF, RED, (0, 0, 1920, 1080)) #pygame.display.flip() glBegin(GL_QUADS) glColor3f(1.0, 0.0, 0.0) glVertex2f(-1.0, 1.0) glVertex2f(-1.0, -1.0) glVertex2f(1.0, -1.0) glVertex2f(1.0, 1.0) glEnd() pygame.dis bob = 0 else: #pygame.draw.rect(DISPLAYSURF, GREEN, (0, 0, 1920, 1080)) #pygame.display.flip() glBegin(GL_QUADS) glColor3f(0.0, 1.0, 0.0) glVertex2f(-1.0, 1.0) glVertex2f(-1.0, -1.0) glVertex2f(1.0, -1.0) glVertex2f(1.0, 1.0) glEnd() pygame.dis bob = 1 for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == KEYDOWN: if event.key == K_ESCAPE: running = False pygame.quit() sys.exit() I'm using Python 2.7 and my code need to be os independent. Thanks for your help.

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  • Building a regex builder

    - by i.h4d35
    I am a beginner in programming in general and web development in particular. I am especially bad at regular expressions. Recently I was involved in building a couple of cPanel plugins(Perl-CGI) and that's when I realized how bad I am in regex. As a result, I have decided to build an online regex builder - this will help me to learn regex and help other struggling with regex. I have checked out GSkinner, Rubular and a couple of others like regexpal. It seemed to be a little difficult to use, hence i thought of writing another one. I do not know which tool is best suited for the job. should I write it in Perl or Python? My skill level is between beginner and intermediate in both those languages. What would be a good starting point - building it for the CLI or for the browser? I plan to get a string as an input, ask if the user want to search or search and replace, enter the search string (and the replace string where applicable) and then generate a regex. Would this be the right way to go?

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  • Can I delete libc-bin?

    - by Balazs Szikszay
    Question is simple, I need to know because I cant upgrade/install anything, because it always says I have to uninstall/delete it to continue. It also says dont do it, if I dont know what I am doing. EDIT: szikszay@szikszay-Latitude-E5530-non-vPro:~$ sudo apt-get upgrade Reading package lists... Done Building dependency tree Reading state information... Done You might want to run ‘apt-get -f install’ to correct these. The following packages have unmet dependencies. ia32-libs-multiarch:i386 : Depends: libqtcore4:i386 but it is not installed Depends: libqtgui4:i386 but it is not installed Depends: libqt4-dbus:i386 but it is not installed Depends: libqt4-network:i386 but it is not installed Depends: libqt4-opengl:i386 but it is not installed Depends: libqt4-qt3support:i386 but it is not installed Depends: libqt4-script:i386 but it is not installed Depends: libqt4-scripttools:i386 but it is not installed Depends: libqt4-sql:i386 but it is not installed Depends: libqt4-svg:i386 but it is not installed Depends: libqt4-test:i386 but it is not installed Depends: libqt4-xml:i386 but it is not installed Depends: libqt4-xmlpatterns:i386 but it is not installed Depends: libcups2:i386 but it is not installed Depends: libcupsimage2:i386 but it is not installed Depends: libcurl3:i386 but it is not installed Depends: libnss3:i386 but it is not installed Depends: libnspr4:i386 but it is not installed Depends: libssl1.0.0:i386 but it is not installed Recommends: libgl1-mesa-glx:i386 but it is not installed Recommends: libgl1-mesa-dri:i386 but it is not installed lib32ffi6 : Depends: libc6-i386 (= 2.4) but it is not installed lib32gcc1 : Depends: libc6-i386 (= 2.5) but it is not installed lib32nss-mdns : Depends: libc6-i386 (= 2.4) but it is not installed lib32stdc++6 : Depends: libc6-i386 (= 2.4) but it is not installed lib32z1 : Depends: libc6-i386 (= 2.4) but it is not installed libacl1:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libattr1:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libaudio2:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libavahi-client3:i386 : Depends: libc6:i386 (= 2.4) but it is not installed Depends: libdbus-1-3:i386 (= 1.1.1) but it is not installed libavahi-common3:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libcomerr2:i386 : Depends: libc6:i386 (= 2.12) but it is not installed libdb5.1:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libdrm-intel1:i386 : Depends: libc6:i386 (= 2.3.4) but it is not installed libdrm-nouveau1a:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libdrm-radeon1:i386 : Depends: libc6:i386 (= 2.3.4) but it is not installed libdrm2:i386 : Depends: libc6:i386 (= 2.7) but it is not installed libffi6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libfontconfig1:i386 : Depends: libc6:i386 (= 2.7) but it is not installed Depends: libexpat1:i386 (= 1.95.8) but it is not installed Depends: libfreetype6:i386 (= 2.2.1) but it is not installed libgcc1:i386 : Depends: libc6:i386 (= 2.2.4) but it is not installed libgcrypt11:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libgdbm3:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libglib2.0-0:i386 : Depends: libc6:i386 (= 2.9) but it is not installed libgpg-error0:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libice6:i386 : Depends: libc6:i386 (= 2.11) but it is not installed libidn11:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libjpeg62:i386 : Depends: libc6:i386 (= 2.7) but it is not installed libkeyutils1:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed liblcms1:i386 : Depends: libc6:i386 (= 2.7) but it is not installed libllvm2.9:i386 : Depends: libc6:i386 (= 2.11) but it is not installed libmng1:i386 : Depends: libc6:i386 (= 2.11) but it is not installed libpciaccess0:i386 : Depends: libc6:i386 (= 2.7) but it is not installed libpcre3:i386 : Depends: libc6:i386 (= 2.4) but it is not installed librtmp0:i386 : Depends: libc6:i386 (= 2.7) but it is not installed Depends: libgnutls26:i386 (= 2.9.11-0) but it is not installed libsasl2-2:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libsasl2-modules:i386 : Depends: libc6:i386 (= 2.4) but it is not installed Depends: libssl1.0.0:i386 (= 1.0.0) but it is not installed libselinux1:i386 : Depends: libc6:i386 (= 2.8) but it is not installed libsm6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libsqlite3-0:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libstdc++6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libuuid1:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libx11-6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libxau6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libxcb1:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libxdamage1:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libxdmcp6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libxext6:i386 : Depends: libc6:i386 (= 2.4) but it is not installed libxfixes3:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libxrender1:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libxss1:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed libxt6:i386 : Depends: libc6:i386 (= 2.7) but it is not installed libxxf86vm1:i386 : Depends: libc6:i386 (= 2.1.3) but it is not installed zlib1g:i386 : Depends: libc6:i386 (= 2.4) but it is not installed E: Unmet dependencies. Try using -f. szikszay@szikszay-Latitude-E5530-non-vPro:~$ sudo apt-get upgrade -f Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following packages will be REMOVED libc-bin The following NEW packages will be installed libc-bin:i386 libc6:i386 libc6-i386 libcups2:i386 libcupsimage2:i386 libcurl3:i386 libdbus-1-3:i386 libexpat1:i386 libfreetype6:i386 libgl1-mesa-dri:i386 libgl1-mesa-glx:i386 libglapi-mesa:i386 libgnutls26:i386 libgssapi-krb5-2:i386 libk5crypto3:i386 libkrb5-3:i386 libkrb5support0:i386 libldap-2.4-2:i386 libnspr4:i386 libnss3:i386 libpng12-0:i386 libqt4-dbus:i386 libqt4-declarative:i386 libqt4-designer:i386 libqt4-network:i386 libqt4-opengl:i386 libqt4-qt3support:i386 libqt4-script:i386 libqt4-scripttools:i386 libqt4-sql:i386 libqt4-svg:i386 libqt4-test:i386 libqt4-xml:i386 libqt4-xmlpatterns:i386 libqtcore4:i386 libqtgui4:i386 libssl1.0.0:i386 libtasn1-3:i386 libtiff4:i386 libxi6:i386 The following packages have been kept back: ginn libgrip0 linux-headers-generic linux-image-generic unity unity-common xserver-xorg-input-evdev xserver-xorg-input-synaptics The following packages will be upgraded: accountsservice acpi-support acpid aisleriot alsa-utils app-install-data-partner apparmor appmenu-qt apport apport-gtk apt apt-transport-https apt-utils aptdaemon aptdaemon-data apturl apturl-common at-spi2-core bamfdaemon banshee banshee-extension-soundmenu banshee-extension-ubuntuonemusicstore baobab bind9-host binutils bluez bluez-alsa bluez-cups bluez-gstreamer brasero brasero-cdrkit brasero-common brltty bzip2 ca-certificates-java checkbox checkbox-gtk colord command-not-found command-not-found-data compiz compiz-core compiz-gnome compiz-plugins-default compiz-plugins-main-default cups cups-bsd cups-client cups-common cups-ppdc dbus dbus-x11 deja-dup desktop-file-utils dnsutils dpkg ecryptfs-utils empathy empathy-common eog evince evince-common evolution-data-server evolution-data-server-common file-roller firefox firefox-globalmenu firefox-gnome-support firefox-locale-en firefox-locale-hu gbrainy gcalctool gconf2 gconf2-common gedit gedit-common ghostscript ghostscript-cups ghostscript-x gir1.2-atspi-2.0 gir1.2-gconf-2.0 gir1.2-gnomebluetooth-1.0 gir1.2-gtk-3.0 gir1.2-gtksource-3.0 gir1.2-totem-1.0 gir1.2-unity-4.0 gir1.2-webkit-3.0 gnome-accessibility-themes gnome-bluetooth gnome-control-center gnome-control-center-data gnome-desktop3-data gnome-font-viewer gnome-games-common gnome-icon-theme gnome-keyring gnome-mahjongg gnome-online-accounts gnome-orca gnome-power-manager gnome-screenshot gnome-search-tool gnome-session gnome-session-bin gnome-session-canberra gnome-session-common gnome-settings-daemon gnome-sudoku gnome-system-log gnome-system-monitor gnome-utils-common gnomine gnupg gpgv grub-common grub-pc grub-pc-bin grub2-common gstreamer0.10-gconf gstreamer0.10-plugins-good gstreamer0.10-pulseaudio gvfs gvfs-backends gvfs-bin gvfs-fuse gwibber gwibber-service gwibber-service-facebook gwibber-service-identica gwibber-service-twitter gzip hpijs hplip hplip-cups hplip-data icedtea-6-jre-cacao icedtea-6-jre-jamvm icedtea-netx ifupdown im-switch indicator-datetime indicator-session indicator-sound initramfs-tools initramfs-tools-bin initscripts insserv isc-dhcp-client isc-dhcp-common iso-codes jockey-common jockey-gtk language-pack-en language-pack-en-base language-pack-gnome-en language-pack-gnome-en-base language-pack-gnome-hu language-pack-gnome-hu-base language-pack-hu language-pack-hu-base language-selector-common language-selector-gnome libaccountsservice0 libapt-inst1.3 libapt-pkg4.11 libarchive1 libasound2-plugins libatk-adaptor libatspi2.0-0 libbamf0 libbamf3-0 libbind9-60 libbluetooth3 libbrasero-media3-1 libbrlapi0.5 libbz2-1.0 libc-dev-bin libc6 libc6-dev libcamel-1.2-29 libcanberra-gtk-module libcanberra-gtk0 libcanberra-gtk3-0 libcanberra-gtk3-module libcanberra-pulse libcanberra0 libcolord1 libcups2 libcupscgi1 libcupsdriver1 libcupsimage2 libcupsmime1 libcupsppdc1 libcurl3-gnutls libdbus-1-3 libdbus-glib-1-2 libdecoration0 libdns69 libebackend-1.2-1 libebook1.2-12 libecal1.2-10 libecryptfs0 libedata-book-1.2-11 libedata-cal-1.2-13 libedataserver1.2-15 libedataserverui-3.0-1 libevince3-3 libexif12 libexpat1 libfreetype6 libgail-3-0 libgail-3-common libgck-1-0 libgconf2-4 libgcr-3-1 libgdata-common libgdata13 libgl1-mesa-dri libgl1-mesa-glx libglapi-mesa libglu1-mesa libgnome-bluetooth8 libgnome-control-center1 libgnome-desktop-3-2 libgnutls26 libgoa-1.0-0 libgs9 libgs9-common libgssapi-krb5-2 libgtk-3-0 libgtk-3-bin libgtk-3-common libgtksourceview-3.0-0 libgtksourceview-3.0-common libgudev-1.0-0 libgweather-3-0 libgweather-common libgwibber-gtk2 libgwibber2 libhpmud0 libicu44 libimobiledevice2 libisc62 libisccc60 libisccfg62 libjasper1 libjs-jquery libk5crypto3 libkrb5-3 libkrb5support0 libldap-2.4-2 liblightdm-gobject-1-0 liblwres60 libmetacity-private0 libmission-control-plugins0 libmono-cairo4.0-cil libmono-corlib4.0-cil libmono-csharp4.0-cil libmono-i18n-west4.0-cil libmono-i18n4.0-cil libmono-posix4.0-cil libmono-security4.0-cil libmono-sharpzip4.84-cil libmono-system-configuration4.0-cil libmono-system-core4.0-cil libmono-system-drawing4.0-cil libmono-system-security4.0-cil libmono-system-xml4.0-cil libmono-system4.0-cil libmono-zeroconf1.0-cil libmysqlclient16 libnautilus-extension1 libncurses5 libncursesw5 libnm-glib-vpn1 libnm-glib4 libnm-gtk-common libnm-gtk0 libnm-util2 libnotify0.4-cil libnspr4 libnss3 libnss3-1d libnux-1.0-0 libnux-1.0-common libpam-gnome-keyring libpam-modules libpam-modules-bin libpam-runtime libpam0g libperl5.12 libpng12-0 libpoppler-glib6 libpoppler13 libproxy0 libpulse-mainloop-glib0 libpulse0 libpurple-bin libpurple0 libpython2.7 libqt4-dbus libqt4-declarative libqt4-network libqt4-opengl libqt4-script libqt4-sql libqt4-sql-mysql libqt4-svg libqt4-xml libqt4-xmlpatterns libqtcore4 libqtgui4 libreoffice-base-core libreoffice-calc libreoffice-common libreoffice-core libreoffice-draw libreoffice-emailmerge libreoffice-gnome libreoffice-gtk libreoffice-help-en-gb libreoffice-help-en-us libreoffice-help-hu libreoffice-impress libreoffice-l10n-common libreoffice-l10n-en-gb libreoffice-l10n-en-za libreoffice-l10n-hu libreoffice-math libreoffice-style-human libreoffice-writer libsane-hpaio libsmbclient libsnmp-base libsnmp15 libssl1.0.0 libsyncdaemon-1.0-1 libt1-5 libtasn1-3 libtiff4 libtinfo5 libtotem0 libubuntuone-1.0-1 libubuntuone1.0-cil libudev0 libunity-core-4.0-4 libunity6 libusbmuxd1 libv4l-0 libvorbis0a libvorbisenc2 libvorbisfile3 libwbclient0 libwebkitgtk-1.0-0 libwebkitgtk-1.0-common libwebkitgtk-3.0-0 libwebkitgtk-3.0-common libxi6 libxml2 libxslt1.1 lightdm linux-firmware linux-libc-dev mawk metacity metacity-common mobile-broadband-provider-info modemmanager mono-4.0-gac mono-gac mono-runtime mousetweaks multiarch-support mysql-common nautilus nautilus-data nautilus-sendto-empathy ncurses-base ncurses-bin network-manager network-manager-gnome nux-tools onboard openjdk-6-jre openjdk-6-jre-headless openjdk-6-jre-lib openssl perl perl-base perl-modules poppler-utils pulseaudio pulseaudio-esound-compat pulseaudio-module-bluetooth pulseaudio-module-gconf pulseaudio-module-x11 pulseaudio-utils python-apport python-aptdaemon python-aptdaemon-gtk python-aptdaemon.gtk3widgets python-aptdaemon.gtkwidgets python-brlapi python-crypto python-cups python-cupshelpers python-egenix-mxdatetime python-egenix-mxtools python-gobject python-gobject-cairo python-httplib2 python-keyring python-launchpadlib python-libproxy python-libxml2 python-pam python-papyon python-pkg-resources python-problem-report python-pyatspi2 python-software-properties python-ubuntuone-client python-ubuntuone-storageprotocol python-uno python2.7 python2.7-minimal qdbus samba-common samba-common-bin seahorse shotwell simple-scan smbclient sni-qt software-center software-properties-common software-properties-gtk sudo system-config-printer-common system-config-printer-gnome system-config-printer-udev sysv-rc sysvinit-utils telepathy-indicator telepathy-mission-control-5 thunderbird thunderbird-globalmenu thunderbird-gnome-support thunderbird-locale-en thunderbird-locale-en-gb thunderbird-locale-en-us thunderbird-locale-hu tomboy totem totem-common totem-mozilla totem-plugins transmission-common transmission-gtk ttf-opensymbol tzdata tzdata-java ubuntu-desktop ubuntu-docs ubuntu-minimal ubuntu-sso-client ubuntu-standard ubuntuone-client ubuntuone-client-gnome ubuntuone-couch udev unity-lens-applications unity-services uno-libs3 update-manager update-manager-core update-notifier update-notifier-common upstart ure usbmuxd vim-common vim-tiny vinagre vino whois x11-common xdiagnose xorg xserver-common xserver-xorg xserver-xorg-core xserver-xorg-input-all xserver-xorg-video-all xserver-xorg-video-intel xserver-xorg-video-openchrome xserver-xorg-video-qxl xul-ext-ubufox WARNING: The following essential packages will be removed. This should NOT be done unless you know exactly what you are doing! libc-bin 498 upgraded, 40 newly installed, 1 to remove and 8 not upgraded. 69 not fully installed or removed. Need to get 439 MB of archives. After this operation, 135 MB of additional disk space will be used. You are about to do something potentially harmful To continue type in the phrase ‘Yes, do as I say!’ ?] I tried to upgrade but it gives me an error, when i try to upgrade-f it says i should delete libc-bin. Thanks for the answers btw. EDIT2: it also says this: The package system is broken If you are using third party repositories then disable them, since they are a common source of problems. Now run the following command in a terminal: apt-get install -f

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Can't upload project to PPA using Quickly

    - by RobinJ
    I can't get Quickly to upload my project into my PPA. I've set up my PGP key and used it so sign the code of conduct, and the PPA exists. I don't know what other usefull information I can supply. robin@RobinJ:~/Ubuntu One/Python/gtkreddit$ quickly share --ppa robinj/gtkredditGet Launchpad Settings Launchpad connection is ok gpg: WARNING: unsafe permissions on configuration file `/home/robin/.gnupg/gpg.conf' gpg: WARNING: unsafe enclosing directory permissions on configuration file `/home/robin/.gnupg/gpg.conf' gpg: WARNING: unsafe permissions on configuration file `/home/robin/.gnupg/gpg.conf' gpg: WARNING: unsafe enclosing directory permissions on configuration file `/home/robin/.gnupg/gpg.conf' Traceback (most recent call last): File "/usr/share/quickly/templates/ubuntu-application/share.py", line 138, in <module> license.licensing() File "/usr/share/quickly/templates/ubuntu-application/license.py", line 284, in licensing {'translatable': 'yes'}) File "/usr/share/quickly/templates/ubuntu-application/internal/quicklyutils.py", line 166, in change_xml_elem xml_tree.find(parent_node).insert(0, new_node) AttributeError: 'NoneType' object has no attribute 'insert' ERROR: share command failed Aborting I reported this as a bug on Launchpad, because I assume that it is a bug. If you know a quick workaround, please let me know. https://bugs.launchpad.net/ubuntu/+source/quickly/+bug/1018138

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  • OpenGL - Stack overflow if I do, Stack underflow if I don't!

    - by Wayne Werner
    Hi, I'm in a multimedia class in college, and we're "learning" OpenGL as part of the class. I'm trying to figure out how the OpenGL camera vs. modelview works, and so I found this example. I'm trying to port the example to Python using the OpenGL bindings - it starts up OpenGL much faster, so for testing purposes it's a lot nicer - but I keep running into a stack overflow error with the glPushMatrix in this code: def cube(): for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); According to this reference, that happens when the matrix stack is full. So I thought, "well, if it's full, let me just pop the matrix off the top of the stack, and there will be room". I modified the code to: def cube(): glPopMatrix() for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); And now I get a buffer underflow error - which apparently happens when the stack has only one matrix. So am I just waaay off base in my understanding? Or is there some way to increase the matrix stack size? Also, if anyone has some good (online) references (examples, etc.) for understanding how the camera/model matrices work together, I would sincerely appreciate them! Thanks!

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  • Adding dynamic business logic/business process checks to a system

    - by Jordan Reiter
    I'm wondering if there is a good extant pattern (language here is Python/Django but also interested on the more abstract level) for creating a business logic layer that can be created without coding. For example, suppose that a house rental should only be available during a specific time. A coder might create the following class: from bizlogic import rules, LogicRule from orders.models import Order class BeachHouseAvailable(LogicRule): def check(self, reservation): house = reservation.house_reserved if not (house.earliest_available < reservation.starts < house.latest_available ) raise RuleViolationWhen("Beach house is available only between %s and %s" % (house.earliest_available, house.latest_available)) return True rules.add(Order, BeachHouseAvailable, name="BeachHouse Available") This is fine, but I don't want to have to code something like this each time a new rule is needed. I'd like to create something dynamic, ideally something that can be stored in a database. The thing is, it would have to be flexible enough to encompass a wide variety of rules: avoiding duplicates/overlaps (to continue the example "You already have a reservation for this time/location") logic rules ("You can't rent a house to yourself", "This house is in a different place from your chosen destination") sanity tests ("You've set a rental price that's 10x the normal rate. Are you sure this is the right price?" Things like that. Before I recreate the wheel, I'm wondering if there are already methods out there for doing something like this.

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  • How do I express subtle relationships in my data?

    - by Chuck H
    "A" is related to "B" and "C". How do I show that "B" and "C" might, by this context, be related as well? Example: Here are a few headlines about a recent Broadway play: 1 - David Mamet's Glengarry Glen Ross, Starring Al Pacino, Opens on Broadway 2 - Al Pacino in 'Glengarry Glen Ross': What did the critics think? 3 - Al Pacino earns lackluster reviews for Broadway turn 4 - Theater Review: Glengarry Glen Ross Is Selling Its Stars Hard 5 - Glengarry Glen Ross; Hey, Who Killed the Klieg Lights? Problem: Running a fuzzy-string match over these records will establish some relationships, but not others, even though a human reader could pick them out from context in much larger datasets. How do I find the relationship that suggests #3 is related to #4? Both of them can be easily connected to #1, but not to each other. Is there a (Googlable) name for this kind of data or structure? What kind of algorithm am I looking for? Goal: Given 1,000 headlines, a system that automatically suggests that these 5 items are all probably about the same thing. To be honest, it's been so long since I've programmed I'm at a loss how to properly articulate this problem. (I don't know what I don't know, if that makes sense). This is a personal project and I'm writing it in Python. Thanks in advance for any help, advice, and pointers!

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  • Why does Farseer 2.x store temporaries as members and not on the stack? (.NET)

    - by Andrew Russell
    UPDATE: This question refers to Farseer 2.x. The newer 3.x doesn't seem to do this. I'm using Farseer Physics Engine quite extensively at the moment, and I've noticed that it seems to store a lot of temporary value types as members of the class, and not on the stack as one might expect. Here is an example from the Body class: private Vector2 _worldPositionTemp = Vector2.Zero; private Matrix _bodyMatrixTemp = Matrix.Identity; private Matrix _rotationMatrixTemp = Matrix.Identity; private Matrix _translationMatrixTemp = Matrix.Identity; public void GetBodyMatrix(out Matrix bodyMatrix) { Matrix.CreateTranslation(position.X, position.Y, 0, out _translationMatrixTemp); Matrix.CreateRotationZ(rotation, out _rotationMatrixTemp); Matrix.Multiply(ref _rotationMatrixTemp, ref _translationMatrixTemp, out bodyMatrix); } public Vector2 GetWorldPosition(Vector2 localPosition) { GetBodyMatrix(out _bodyMatrixTemp); Vector2.Transform(ref localPosition, ref _bodyMatrixTemp, out _worldPositionTemp); return _worldPositionTemp; } It looks like its a by-hand performance optimisation. But I don't see how this could possibly help performance? (If anything I think it would hurt by making objects much larger).

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  • Open source clone for Starcraft

    - by sinekonata
    Two questions about a SC:Broodwar clone. Is there one yet? How likely is legal pursuit? Since almost all games I usually play now have an FOS alternative from alpha to way polished, I was wondering why can't I find one for SC, one of the biggest titans of the gaming community? So my first question is, is there a game that was made with the intention to emulate SC? Is it that I didn't look well enough? Could it really be that no one tackled what seems like a small effort compared to the creation of a game engine like Spring or games like Rigs of Rod or Minetest? And since SC is not being maintained at all shouldn't the incentive to see a bug free modable balanced version huge? What am I not getting here? In the event that there is none, is it a legal problem? Could it be that people expect Blizzard to release sources themselves? Or that developers don't see the point in having SC mechanics without the patented lore and aesthetics? And the trickier question, if I were to make SC an open source game, a total clone of it for the purposes of maintenance, modability, etc. Would Blizzard really sue a team of developer fans that just do them a favour knowing they don't lose any money from Korea broadcasts? Or would they do it not to set precedents. So thanks for reading all that, hope I'm not the only one to think it's weird that no one talks about it. See you.

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  • What deployment framework to use?

    - by jeruki
    We are trying to figure out what deployment method/framework to use with a python application, it has a basic wsgi server to make some REST resources available and a set of static web pages with the interface that are served through apache. The situation is as follows: My team works in isolated parts of the program and sometimes together in specific modules, we have different testing servers and one master server, we all work locally, sync the code using git, and then run a bash script that copies the files from the windows machines to the indicated linux server(using ssh) and then restarts the app. After thinking about it this doesn't seem to be the right way to do it, the script overwrites all the files in the server with the local files everytime. We want to be able to work in the same server without the worry of overwriting other people's code and we need to deploy to different servers to avoid restarting the service while others work with it and in the near future we need to deploy to the master or several clones of the master server when the application reaches a more mature state. We found serveral options capistrano, kwate, chef or fortress, even fleet but we wanted to have opinions from people that has used them to be sure it is what we need. So this are the main questions: Are these the kind of programs we should be looking at to achive a safe concurrent deployment process? Which one have you used/recommend and why? do you think it would help in our actual situation? Thank you so much for your feedback and advice on this.

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  • Should I use procedural animation?

    - by user712092
    I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation. I would certainly use IK (starting with simple reaching an object with hand ...). I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...). I want also to have a planner for animation which would simplify complex animations; those which can be split to a sequence - run and then jump, jump and then roll - or which are separable - legs running and torso swinging with sword -. I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation. My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...) I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics).

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  • Help me select a "Simpler" target to create a new language: .NET, LLVM, Go, Own VM

    - by mamcx
    Lets define "Simple". This is my first language. I have no previous experience I will not dedicate +4 years to learn it properly. I'm a professional software [developer], but as an amateur in this area, I want instant gratification. If the idea shows a future, I could rewrite it. I don't want to do everything from scratch. In fact, if there exists a way to get GO (for example), change its syntax, add some sugar, give some extra functions and leave intact everything else, that would be perfect! From the example of coffescript/scala I think is better to build on top of some rich runtime like .NET/GO so I don't need to rewrite everything. HOWEVER, if is better other way, no problem for the first try! I want it in a week. I need it in a week so it will really take a month. Then it truly takes 3 months. But I don't want to put more that 3 months on this. I could reduce the scope of my language, but I hope the tools will help me a lot... I want to build a new language. Similar to python, but typed. I wonder what to build it on top of. I like the idea of building on top of GO. To get their sane (IMHO) OO paradigm (I plan to do the same, using interfaces, not inheritance), get goroutines and some other stuff. In my naive thinking I imagine that spit another language could help me to debug it more easily. However, look like everyone is building on top of something like .NET (don't like Java), LLVM or make it own VM. I read http://createyourproglang.com/ (great!) and the part of the VM look "easy" to me. So, what I need is the proper criteria and question I need to know in advance to have a fair shot at make this.

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  • XNA - Finding boundaries in isometric tilemap

    - by Yheeky
    I have an issue with my 2D isometric engine. I'm using my own 2D camera class which works with matrices and need to find the tilemaps boundaries so the user always sees the map. Currently my map size is 100x100 (with 128x128 tiles) so the calculation (e.g. for the right boundary) is: var maxX = (TileMap.MapWidth + 1) * (TileMap.TileWidth / 2) - ViewSize.X; var maxX = (100 + 1) * (128 / 2) - 1360; // = 5104 pixels. This works fine while having scale factor of 1.0f but not for any other zoom factor. When I zoom out to 0.9f the right border should be at approx. 4954. I´m using the following code for transformation but I always get a wrong value: var maxXVector = new Vector2(maxX, 0); var maxXTransformed = Vector2.Transform(maxXVector, tempTransform).X; The result is 4593. Does anyone of you have an idea what I´m during wrong? Thanks for your help! Yheeky

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  • What platform to use for browser based turn based strategy game

    - by sunwukung
    I want to write a browser based strategy game that can be played by two players in separate locations. The game itself is predominantly turn based. To that end, I want to determine the correct platform on which to build this game. To prevent gamers "gaming" the system, the business logic needs to reside in the server. I could arguably use AJAX for a large part of the games functionality, but at two key points in the game loop, the opposing player can "counter" the current players move. In addition, when it's time for the players to swap, AJAX polling is likely to fall short, so it's starting to look like WebSockets is going to be a requirement to pull this off smoothly. So, the remaining question is regarding the back end. I'd kinda like to build this in Python/Flask - but this is primarily out of wanting to tackle a project with that language, not neccessarily because it's the appropriate tool for the job. The next most likely candidate has got to be NodeJS given it's (apparently) tighter integration with the WebSockets protocol. My question, then, is regarding the best platform on which to pursue this objective.

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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  • Leveraging Code in Ever Bigger Games

    - by ashes999
    Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this when development crosses into different platforms? If I switch platforms, how do I leverage past code and experiences? Games are hard to build. Big games are even harder to build. I've decided that to be able to make big games, I need to start building smaller games, and building up an asset base of code, assets (graphics, sounds), tools, and most importantly, game engines, so that I can eventually get there. One game at a time. Let me give an analogy. To build an MMO 3D RPG, I would approach this by building and releasing small games with increasingly more features. This could entail, for example: A simple 2D game A tile-based game A game with RPG elements (items, equipment, monsters, battle) A full-fledged RPG A 3D RPG The problem now is if I have to change platforms or tools, I don't know how to leverage past code-bases (and experience) to start with a mature product. Right now, I'm writing Silverlight (FlatRedBall) games. Let's say I stick with this for ten years, and then suddenly decide to write a PS6 game, which is in a different programming language entirely. Granted, I have ten years of game-development experience (and correspondingly ten years of professional software development experience from my day job) to back me up. But I would still like some way to transplant that 2D RPG engine into the new programming language, or else leverage it somehow. Is this even possible? What are my options?

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  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

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  • Calculating collision force with AfterCollision/NormalImpulse is unreliable when IgnoreCCD = false?

    - by Michael
    I'm using Farseer Physics Engine 3.3.1 in a very simple XNA 4 test game. (Note: I'm also tagging this Box2D, because Farseer is a direct port of Box2D and I will happily accept Box2D answers that solve this problem.) In this game, I'm creating two bodies. The first body is created using BodyFactory.CreateCircle and BodyType.Dynamic. This body can be moved around using the keyboard (which sets Body.LinearVelocity). The second body is created using BodyFactory.CreateRectangle and BodyType.Static. This body is static and never moves. Then I'm using this code to calculate the force of collision when the two bodies collide: staticBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(AfterCollision); protected void AfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact) { float maxImpulse = 0f; for (int i = 0; i < contact.Manifold.PointCount; i++) maxImpulse = Math.Max(maxImpulse, contact.Manifold.Points[i].NormalImpulse); // maxImpulse should contain the force of the collision } This code works great if both of these bodies are set to IgnoreCCD=true. I can calculate the force of collision between them 100% reliably. Perfect. But here's the problem: If I set the bodies to IgnoreCCD=false, that code becomes wildly unpredictable. AfterCollision is called reliably, but for some reason the NormalImpulse is 0 about 75% of the time, so only about one in four collisions is registered. Worse still, the NormalImpulse seems to be zero for completely random reasons. The dynamic body can collide with the static body 10 times in a row in virtually exactly the same way, and only 2 or 3 of the hits will register with a NormalImpulse greater than zero. Setting IgnoreCCD=true on both bodies instantly solves the problem, but then I lose continuous physics detection. Why is this happening and how can I fix it? Here's a link to a simple XNA 4 solution that demonstrates this problem in action: http://www.mediafire.com/?a1w242q9sna54j4

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • how to choose a web framework and javascript library?

    - by Trylks
    I've been procrastinating learning some framework for web apps w/ some library for AJAX, something like django with prototype, or turbogears with mootools, or zeta components with dojo, grok, jquery, symfony... The point is to spend some of my spare time, have "fun" and create cool stuff that hopefully is some useful. I think maybe I wouldn't like something like GWT or pyjamas because I wouldn't like to "get married" with some technology, I want to keep my freedom to add another javascript library, and so on. I didn't decide even the language yet, but I think I'd prefer python. PHP could be fine if there is some framework that is nice enough. Besides that, I don't even know where to start. I don't feel like learning a framework to then realize there is something that I cannot comfortably do, switch to another framework then find that a third framework has something really cool, etc. And the same goes for javascript libraries. So, some guidance would be really appreciated. I don't really know why are so many options available and what do they aim for, I guess some of them focus on some aspects and some on others, but I just want to make cool and nice apps that I can easily maintain, without spending too much time on coding or learning and avoiding the "trapped in the framework" feeling, when doing something is awfully complicated (or even impossible) with compared with the rest of things or doing that same thing on a different framework. I guess in the end I'll go for django and jquery since they are the most widely used options, afaik, but if I was going for the most widely used options I guess I should choose Java or PHP (I don't really like Java for my spare time, but php is not so bad), so I preferred to ask first. I think the question has to consider both, framework and library, since sometimes they are coupled. I think this is the place to ask this kind of things, sorry if not, and thank you.

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  • Many small scripts, one repository or multiple?

    - by The Jug
    A co-worker and myself have run into an issue that we have multiple opinions on. Currently we have a git repository that we are keeping all of our cronjobs in. There are about 20 crons and they are not really related except for the fact that they are all small python scripts and essential for some activity. We are using a fabric.py file to deploy and a requirements.txt file to manage requirements for all of the scripts. Our issue is basically, do we keep all of these scripts in one git repository or should we be separating them out into their own repositories? By keeping them in one repository it is easier to deploy them onto one server. We can use just one cron file for all the scripts. However this feels wrong, as the 20 cronjobs are not logically related. Additionally, when using one requirements.txt file for all the scripts, it's hard to figure out what the dependencies are for a particular script and they all have to use the same versions of packages. We could separate all of the scripts out into their own repositories but this creates 20 different repositories that need to be remembered and dealt with. Most of these scripts are not very large and that solution seems to be overkill. A related question is, do we use one big crontab file for all cronjobs, or a separate file for each? If each has their own, how does one crontab's installation avoid overwriting the other 19? This also seems like a pain as there would then by 20 different cron files to keep track of. In short, our main question and issue is do we keep them all closely bundled as one repository or do we separate them out into their own repository with their own requirements.txt and fabfile.py? We feel like we're also probably looking over some really simple solution. Is there an easier way to deal with this issue?

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  • How to mange big amount users at server side?

    - by Rami
    I built a social android application in which users can see other users around them by gps location. at the beginning thing went well as i had low number of users, But now that I have increasing number of users (about 1500 +100 every day) I revealed a major problem in my design. In my Google App Engine servlet I have static HashMap that holding all the users profiles objects, currenty 1500 and this number will increase as more users register. Why I'm doing it Every user that requesting for the users around him compares his gps with other users and check if they are in his 10km radius, this happens every 5 min on average. That is why I can't get the users from db every time because GAE read/write operation quota will tare me apart. The problem with this desgin is As the number of users increased the Hashmap turns to null every 4-6 hours, I thing that this time is getting shorten but I'm not sure. I'm fixing this by reloading the users from the db every time I detect that it became null, But this causes DOS to my users for 30 sec, So I'm looking for better solution. I'm guessing that it happens because the size of the hashmap, Am I right? I have been advised to use spatial database, but that mean that I can't work with GAE any more and that mean that I need to build my big server all over again and lose my existing DB. Is there something I can do with the existing tools? Thanks.

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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • Why do I need a framework?

    - by lvictorino
    First of all I know my question may sounds idiot but I am no "beginner". In fact I work as game developer for several years now and I know some things about code :) But as this is no related to game development I am a bit lost. I am writing a big script (something about GIS) in Python, using a lot of data stored in a database. I made a first version of my script, and now, I'd like to re-design the whole thing. I read some advice about using a framework (like Django) for database queries. But as my script only "SELECT" informations I was wondering about the real benefits to use a framework. It seems that it adds a lot of complexity and useless embedded features (useless for my specific script) for the benefits that it will bring. Am I wrong? EDIT: few spec of this "script". Its purpose is to get GIS data on an enormous database (if you ever worked with openstreetmap you know what I mean ~= 200Go) and to manipulate this data in order to produce nice map images. Queries are not numerous (select streets, select avenues, select waterways, select forests... and so on for a specific area) but query results may be more than 10.000 rows. I'd like to sell this script as a service, so yes it's meant to stay.

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