#game-development
1 messages · Page 53 of 1
oh thnx for the suggestion. i guess i will make low pixels for my first game then 😄 ty
Hey guys
I'm new to python, I've just made some basic projects
I want to get into game dev
Can you recommend a starting point?
Much appreciated thanks.
I want to do some basic pixel animation and then move on to interaction
Whats the best game engine for creating an 8 bit game?
@swift jacinth There is no universal answer to that
You can use any engine for that, from Unreal to Unity to Gamemaker Studio
But try something simple first maybe, like defold? Or try pygame if you want to python it
I see, thanks
Hey @hearty adder I'd recommend looking at the example code here: https://arcade.academy/examples/index.html
And @swift jacinth , there's a lot of resources on that site as well to get started creating 8-bit games.
Thanks a lot for the help Paul!
@frozen knoll Thank you, I'll look into it
@swift jacinth also take a look at https://godotengine.org/. It's FOSS, I love it. UI system amazing, how scene work just make so much sense. It uses GDScript which is heavily inspired by python, and is deeply integrated into the engine. Overall, I love working with Godot
Hi, I'm redoing sound support for Arcade. If you are on Linux or MacOS, I'd love it if you'd try the 2.3.8b2 library (as it is beta, you'll need to specifically select it) and let me know if sound works. Now supports volume and panning. ogg, mp3, and wav should all work.
Godot is neat, but despite GDScript's superficial similarity, it's not Python, and you don't have access to the Python ecosystem. This is unfortunately a really crippling flaw to anyone who's used to working with Python, because you lose out on a ton of thirdparty libraries, so any time you need a function that's not provided by Godot itself you'll have to implement it in C++.
isn't there a way to use python in godot as well?
Ironically I saw this channel and was just about to ask about GDScript, and rdb answered my question before I even asked it.
lol, but now we want to know your question.
I was going to ask if it IS python or if it's just like python.
Or even if it were "like python", if it could use python assets
@dawn quiver @olive parcel there are bindings for python but idk how good they are https://github.com/touilleMan/godot-python
@atomic totem The syntax is superficially like Python. There are enough significant differences for it to not to be possible to just paste in Python code and expect it to work.
So I'm currently writing a torn.com rpg game. Just wondering if anyone wants to help and join this? I want to make it open source and run in docker so :)
heavily inspired by python not python
hey guys, any free pdf/ebook for backend game stuff? like creating fights, inventory system, things like that?
so my tile palette is suppose to be 20x20
is the reason y its acting up like this is coz i sliced it wrong ??
this is my palette
??
It is hard to say without your code, but yes, it looks like a sampling issue
thnx i will try to fix my sample first 😄 im using unity so no code for this
ok its not the sample -.-
any other possible solution? im using grid of 0.2 x and y in unity and my sample are sliced by 20x20
i googled it and it said turn off the anti aliasing. but didnt work
What engine are you using? It does look like you aren't aligning to the nearest pixel. Might need to check math or use GL_NEAREST.
Unity isn’t a gaming platform, it is a game engine, but I see your point
I mean plateform, such as desktop, mobile, console..
bruh
And also 2D or 3D?
I think Unity is a good choice yeah
ah thanks
also question .... should i start learning python then unity
cause a lot of people say that python is a good langue in code to learn 1st
I find Unity not a great language/platform to get students started in.
You can spend a lot of time messing with the UI and graphics and not actually learn programming.
ok , soo python 1st
That's my recommendation. Then jump to Unity and C# once you have the basics.
aight thanks
!resources we also have other resources to get you started here
The Resources page on our website contains a list of hand-selected learning resources that we regularly recommend to both beginners and experts.
Okay nevermind, that’s a full python tutorial
i'm good
it's ok
@fervent rose i'll check it out , when i know the basics of python
also thanks both of you guys
Np 
hey @foggy python , I think you're the bomb diggity and super cool
i just downloaded px editor, that tool you (awesomeperson) made
Paul, I definitely agree. A friend kinda pulled me into learning unity with him two years or so ago. I had been using python for a couple years at that point, he didnt have any programming experience. It was a lot of fun for both of us, especially because you can create things that just work pretty fast. But I have to say, its so easy to just use unity's drag and drop system, write horrible code and always take the easy way out.
It is too easy in my opinion to get stuck on some checkbox somewhere. I prefer text files rather than GUI settings, but can't deny Unity is quite powerful.
We recently did some coding challenges together and it was very obvious that he was lacking the fundamental knowledge for working in a system where you have to actually code systems yourself without a powerful system like unity helping you
One of the criteria for the challenge was speed/complexity. He had gotten into the habit of writing very unoptimized code because c# could just compensate. Coming from python I was used to optimizing stuff
I find unity allows you to get away with too much too easily by compensating with its powerfull systems.
But you cant deny that the power of unity is amazing if you use it right
@fervent rose it’s a pixel art tool I made
_@fierce wraith Unreal Engine 4 when? _ 
i like UE4!

is pygame beginner ffriendly
Not really tbh, you should take a look at arcade instead
@frozen knoll im using unity's, tile map and grid system for this
somewhat mange to fix it but if u see in the video it starts breaking while im moving in the yellow part -.-
if you are using unity we cant really help you with python 😉
but there is a unity discord!
oh i thought it was general game development lol anyways thnx for the info
I know it has been asked a billion times...
What is a good library for making a platformer in python?
Note: I want to make a 2d, side scrolling platformer with the ability to also move the camera on the Y axis...
we made a 2d platformer using kivy for the last codejam:
https://github.com/Leterax/code-jam-6/tree/master/brilliant-builders
probably not the best lib to use though, id use something like arcade or pygame
@dreamy swan See here for a tutorial on how to do it with Arcade: https://arcade.academy/examples/platform_tutorial/index.html
I usually hang on this channel, so I'm happy to answer questions. Just ping me.
lol they just ignore ur message in unity @fierce wraith -_-
posted 2 times it got lost in chat ....
yoo @foggy python your art tool is absolutely awesome, i picked up how to use it in a couple minutes. BIG UPS
this is exactly what i needed
first pixel art thing i've ever done
Been snipping some bits from the jam projects... might take a look at that camera in some form
Are there any games on the market that are made with python?
Yes @dawn quiver - https://store.steampowered.com/app/1146560/Drawn_Down_Abyss/ here is an example
Drawn Down Abyss is a platformer card game that takes a unique action oriented approach. Travel down The Abyss, build a deck of cards for abilities, and defend yourself from the local wildlife on your way.Features:Action packed combat based on the effects of cards.Tons of card...
$4.99
@foggy python is the creator, you can find his youtube channel here - https://www.youtube.com/channel/UCYNrBrBOgTfHswcz2DdZQFA which he also has a playlist of tutorials on pygame
I make games and tutorials with/for Python/Pygame! :D Website here: http://dafluffypotato.com
Aha Ok - Thanks @queen surge - I guess you cant tell much from Steam what platform was used.
there's another one too
hold on
Switchcars is a vehicular roguelike arcade set in a broken spacetime. Escape alien beasts through procedural environments, using more than 1,000 vehicles. All you need to do is reach the year 2055. In theory.You are probably not going to make it. Not the first time, not the se...
$8.99
much more successful than mine
Just did the math and it looks like it probably made more than $30,000 in profits.
Oh boy, that game looks good on trailer
Oh, I just noticed you said Python and not Pygame.
Hmm kool Thanks @foggy python - Ive often wondered if there were any. I use Unity for Game Dev for android but I use python a lot, mainly for testing encryption ideas. Is SwitchCars also made with Pygame?...Wo 30K niice!
oh does it wow
*looks up stackless python lol
With today's most efficient operating system threads on a specially modified Linux variant and 1 GB main memory, it is possible to run about 100.000 Threads. The switching rate is somewhere better than 1 million per second.. With its tiny Python tasklets, Stackless accomplishes similar performance within only 100 MB, but creating a million tasklets. In conclusion, Stackless Python is very efficient and especially suited for simulations with very many autonomous tiny objects.
Okay this looks like its worth looking into.
Thanks @foggy python
Uh
That’s useful for MMOs and stuff
Not normal stuff
Threading is for handling a bunch of processes at the same time (typically used for multiplayer games)
Yeah I'm thinking of simulating huge amounts of mass and early big bang creations so this is exactly what I'm after.
Oh my
So its a pet dream game I had a while back where the user basically plays around with the physics till the advent of life is created carbon or argon or whatever. So yeh God game with pretty simulations.
For now tho - I have to keep my stupendous imagination limited to what I can actually produce lol - hence Android Casual Play lol
@vestal vessel wdym?
asked for help in unity no one is willing to help -.-. anyways i will try to fix it later so allg haha 😄
Hmm
Nope
Haha
It is pretty hard to do good looking things with tkinter, it is more a prototype tool imo
yeah i know ,it's really hard to make
Nice

Do you guys use pygame?
I try to avoid it as much as possible haha
And with 3d game development in Python, is it bad or good?
I've looked at panda3d but every example game with it looks like its from the 90s.
Is that all it is?
Well, it is limited haha
I didn’t really did a in-depth check though, it might be more
I really wanted to use my Python skills to try and make a game. 😦 Should I just learn C#?
As always, it depends on what you want to do
Python can be okay, C# can be as C++ can be okay too
Is it possible to make multiplayer games in panda3d?
Sure
Multiplayer (networking) and rendering are totally independent subjects
Multiplayer is just about packaging user inputs and/or object positions into a package and sending it to other users, most of the time using UDP for speed, and unpacking it on the other side, and applying some interpolations
Multiplayer in a nutshell
I think you should be okay then
It doesn’t seems very complex, but not very easy though
I think the hardest thing for me will probably be the gameserver as I always use HTTP for networking which won't suffice for a game.
@wild flare Panda3D is pretty capable of more advanced graphics, but there, sadly, aren't a ton of examples.
Yes, you’llhave to use raw sockets
I just don't want my game to look like a crappy game from 2004.
@wild flare That's going to be more up to you (or the artist) than the engine.
I'm ok with Roblox level of graphics.
Unity makes it very easy to make modern looking things
Unity is C# right?
I mean, if the engine doesn’t support displacement for instance, it is going to look crappy haha
Yes
Technically also supports js apparently
I don’t know if pandas3d support procedural texturing too
Python is my first programming language.
I wanted to learn C# but I couldn't compile hello world without 50 errors so I gave up.
But if you want to go for photorealism (or even just 3d actually) I’d suggest you to learn Unreal Engine 4 instead
Don't people give shit for using Unreal Engine since it's developed originally? by Epic Games?
Just curious, why unreal? Unity seems quite nice for smaller 3d games
I have only tiny experience with unity
Unreal Engine also C# or C++?
C++
Or visual scripting!
UE4 is the big ass engine running a freakin' lot of AAA titles
It'll be annoying because kids think Epic Games is poison which destroys everything it touches.
It is just miles away from other engines
But thanks for the recommendation, I was leaning towards Unreal Engine 4 anyway. 😄
Yay
But it also seems like it takes a lot more time and effort to get something going with unreal over unity
I always associate Unity with indie web games and then Unreal Engine with AAA games but I may be wrong.
You aren't really wrong, even if ue4 also target indie games
Not even just the learning curve. Speaking to people who know both, if they want to make something they just use unity. Unreal seems much more oriented to massive games
Do you know the game astroneer for instance?
A name I haven't heard in years. 
Well, it is an unreal game
I played it when it first came out.
Func fact btw, pubg is an unreal game haha
PUBG biggest Unreal game?
Fortnite? Like 2 weeks?
😄
I've seen very basic games in Unreal and they look so good for being so simple.
Well, fortnite is probably the biggest ue4 game
Yeah, you can do simple things with it surprisingly enough haha
But the learning curve is still a bit harder than unity
Like I saw these kids trying to recreate Fortnite and it didn't look bad.
But now that ue4 users have a free access to the quixel suite, I now cannot use another engine
Fortnite is kind of they're way to show devs what you can do with ue4 too
Like, they're new particle system Niagara was rolled out to fortnite a week before the public release (it was in beta before, only accessible if you build unreal from source)
@wild flare I would pick something that will be easy to learn and get something done with rather than the maximum capabilities of the engine or what AAA studios are using. The needs of a AAA studio are vastly different than a one person trying to get started with 3D game dev.
If you're new to game dev in general, you may want to try out a couple of 2D examples (e.g., create a simple breakout clone) to get a feel for some things before diving off the deep end.
If I were to make a 2D game for experience, what package would you recommend
2D and 3D are fundamentally very different
I don't think starting with 2D to learn 3D is any good
It feels like I'm jumping in at the deep end.
you can always make your own engine 😉 most of the time making the engine becomes the project, but it can be a lot of fun
using something like moderngl and learning about how graphics work is awesome
between pyglet and pygame, which one would you recommend for game dev more than the other ?
I’d recommend to stay away from pygame as much as possible haha
ah...
Is pygame really that bad?
It is just my opinion, but it doesn't fit the learning fun library that it wants to be
pygame is ok, but i like arcade's OOP approach better
I think I should do a little note about what I don't like about pygame, maybe later today
Anyone want GitHub Student Pack?
You want to share your student pack?
@dawn quiver Please do not attempt to distribute or sell things that would normally require student ID or anything of the like
They are not meant for any kind of distribution as part of the terms for getting them
Okay, understood.
Thank you for being understanding
@fervent rose I think that Pygame can be a great “learning library” depending on how the person learning thinks. Personally, I found things like Pygame much easier to understand when I was 12 than things that made you use their frameworks for everything.
Personally, I found things like Pygame much easier to understand when I was 12
alright
no offense but that's a pretty unique experience
@fallen gyro Pyglet is more raster-graphics based. It runs on a lot of devices, even the rasperry pi. Pyglet and Arcade use OpenGL and do hardware-based camera panning, scaling, rotation, etc. Pyglet makes it easier to do your own shaders, etc. Arcade is easier to use if you don't want to do that. ModernGL is great if you want to do your own OpenGL code.
Oh BTW, I was wondering, does any of those Lib have support for bone animation?
I don't think so, but you never know
No, don't think so.
I think you'd need to jump languages for that and do godot or C#.
Yeah
It does make games heavier doesn't it, since you have to build all the animation inside the packaged game, right?
@fervent rose We do have gltf 2.0 support in moderngl-window that currently loads most of the data needed to support this.
So I guess it's more about making the shaders. There are lots of examples out there one can base this on
Really? That's great!
@fervent rose im making a game engine stronger than pygame , pyglet ect
the game engine is gonna be stronger than python itself
the game engine im making is called XGame this engine will enable people using python to develop simple but insanely powerful games
its still expirimental @dawn quiver but it will be done soon
'the engine utilizes mingw c++ for building the game
I'm looking for a way to 1) deploy my 2048 clone to a website 2) if this is feasible, add the ability so see someone's board in real time
@whole burrow
- you should ask #414737889352744971, but usually you'd just make a container of the site app and deploy it online
- this depends on your implementation, you'd have the user sending you back the state of his board, and you'd distribute it to spectators
@dawn quiver this spam of global is kinda horrendous to look at, you should use a class instead
It would be a waste of resources and make the game slower, but I guess you can @whole burrow
Just leave the processing to the client, what harm can it do?
You can use an object to store all your game state and pass it around
well, I wanted to prevent the user from manipulating the data they send
to essentially cheat
Here is a good tutorial about OOP https://realpython.com/python3-object-oriented-programming/
though this is just a practice project
I mean, that's just 2048
Fair enough
So yes, you can do the processing on the server then
Or even better, to avoid connection delay, check if the state sent by the user is correct
yeah
essentially I send coord
of the spawned tile
and receive the board state from the client and check if it can result from the existing board state
It is explained in the article, you should read it first
You can have the client create the tile
Imagine that the client have an horrendous ping, like 1s
ah that's fair
Everytime they make a move, they'll have to wait 1s for the tile to spawn
is there a way to pre generate them
In a game it is always a balance between security and user experience
You can generate the seed yourself and send it at the beginning of the game, and so you can check if the random stream was modified or not
You don't want to actually use globals
They are really bad practice
^
You'd just want to create a game state at the beginning and pass it between your functions
You cannot use discord then
:>
You aren't authorized to register on discord if you aren't at least 13 years old
Because GDPR and stuff
GDPR*
@dawn quiver basically, globals are bad practice because they can change other code you are working with unexpectedly
and if you have a large amount of code that all works together, keeping track of all the global variables is a pain
so essentially, if I let the client generate the random tiles, I can't prevent an attacker from being able to predetermine where the next tile will spawn
correct?
though it certainly makes such attacks far less feasible and more labor intensive
versus just not checking
@fervent rose could I ask you to take a quick look at my code and give me some feedback on style?
!tempban 655630579227688991 3y Sorry, but we don't accept underage peeps. Come back when you're old enough.
:incoming_envelope: :ok_hand: applied ban to @gleaming sandal until 2023-03-14 10:14 (2 years and 11 months).
@whole burrow sure
@whole burrow it does look pretty good, you ought also want to typehint your code
yeah, I was in the process of doing that
I am mostly looking for stylistic pointers
Nice
and tips to make it easier to read and such
or well anything I can improve on in general
You could break up your code a little more, but it looks really decent
originally
I had move() divided into move_up(), move_down() and so forth
but I ended up changing it since it is more compact like this and tried to make up for readability with the comments
I'll probably port this to numpy, which should allow me to overhaul the algorithm that computes the moves (slide())
because is lets you rotate an array more easily
it says that pygame isn't installed when i try to import it
it's already installed and in another one of my projects
well, it says this
ModuleNotFoundError: No module named 'pygame'```
did you install it into a virtual environment before? @dawn quiver
@dawn quiver if u are using pycharm, open your project and go to terminal and do pip install pygame
Command "python setup.py egg_info" failed with error code 1 in C:\Users\User\AppData\Local\Temp\pip-install-2bw2jclv\pygame\
for now, i'm making a new file next to the one where pygame works
but i'd like to know why it just fails here
@dawn quiver from the command line type -
python -v
this will spit out lots of data showing paths of native libraries
Then type-
import pygame
You should see where pygame is installed from that
that's a lot of data
pygame 2.0.0.dev6 (SDL 2.0.10, python 3.8.1)
Hello from the pygame community. https://www.pygame.org/contribute.html
import 'pygame' # <_frozen_importlib_external.SourceFileLoader object at 0x000001DA5352D6D0>
that's the last couple lines
am i on the wrong version?
look up the list a bit and check the paths of pygame - it should point you in the right direction for your egg_info file
There have been issues with py3.8 and pygame2 maybe consider going back to 3.7
for a more direct route to the path of pygame you can do -
from the command line type -
import imp
imp.find_module('pygame')```
i installed python3.7
i havent really seen much talk about python game dev
what kind of games can you even make besides text-based games or whatever
http://dafluffypotato.com has some
check out the projects page
@dawn quiver You can find a list of games made with Panda3d here (https://github.com/Moguri/awesome-panda3d#games-made-with-panda3d). Panda3D is a python library (well, it's also a C++ library, but it provides a Python interface and is install-able with pip).
can someone provide me with some learning sources for compute shaders ??
good ones ??
idk where should i be asking this question
@vestal vessel i love cs! what are you trying to do with them?
and what lib are you using?
im just trying to understand the concept for it ?
@fierce wraith i went through some utube videos but wasnt much of a help so
i was looking for some resources that explains it more properly
btw im trying to start on project for creating a random world. so im just trying to understand most of the underlying components needed to build it
They are pretty simple, they’re just graphical shader with an interface built to make them crunch data easily
so how do they do it ??
You know how graphical shaders works?
nope
They're basically code, written using a C like syntax, that run on the GPU
At the most basic level, they just do calculations
In most case they're used to compute graphics
ohh so u just use them thats all ??
But nothing is stopping you from using them to crunch some data, yep
ohh then when sud i use pixel shader over compute shader?
When you have something to render
ohhh i get it now
i was just thinking it was something else smh thnx heaps for clearing things out @fervent rose
Any time 
Yes, but I think #algos-and-data-structs would know more about it
thnx
a very important detail about compute shaders, fragment shaders etc is that they operate in parallel!! thats what makes them special.
the fragment shader can operate on thousands of fragments at once!
@vestal vessel i suggest watching this talk, she does a great job at explaining how compute shaders work.
https://www.youtube.com/watch?v=0DLOJPSxJEg
This talk will give an in-depth introduction to compute shaders – how do they differ from vertex and pixel shaders from a programming and from a hardware perspective? What are the typical use cases for compute shaders, what are their advantages and disadvantages – how can you ...
she talks about AMD specifically, but for the most part its the same with NVIDA, stuff just has a different name
Oh sure thnx heaps @fierce wraith for the link
hey guysss, is it possible to set a local "server" to a second player to login in a local network for playing an python game?
sure, everything is possible
Heya! Anyone knows if its possible to control unity games like youre able to control windows applications with pywinauto? (not talking about pyautogui)
Hey @solar bone!
It looks like you tried to attach file type(s) that we do not allow (.txt). We currently allow the following file types: .3gp, .3g2, .avi, .bmp, .gif, .h264, .jpg, .jpeg, .m4v, .mkv, .mov, .mp4, .mpeg, .mpg, .png, .tiff, .wmv, .svg, .psd, .ai, .aep, .xcf, .mp3, .wav, .ogg, .md.
Feel free to ask in #community-meta if you think this is a mistake.
I've made a simple game (Rock, Paper scissors) , it's full functional and I'd like to receive some opinions like How can I make the code more optimal
Hey @solar bone!
It looks like you tried to attach file type(s) that we do not allow (.txt). We currently allow the following file types: .3gp, .3g2, .avi, .bmp, .gif, .h264, .jpg, .jpeg, .m4v, .mkv, .mov, .mp4, .mpeg, .mpg, .png, .tiff, .wmv, .svg, .psd, .ai, .aep, .xcf, .mp3, .wav, .ogg, .md.
Feel free to ask in #community-meta if you think this is a mistake.
BTW, how can I send the code? It's longer than 2000 characters
!paste
Pasting large amounts of code
If your code is too long to fit in a codeblock in discord, you can paste your code here:
https://paste.pydis.com/
After pasting your code, save it by clicking the floppy disk icon in the top right, or by typing ctrl + S. After doing that, the URL should change. Copy the URL and post it here so others can see it.
and it would probably be better to ask for feedback in #303934982764625920
Did it
import random
import time
numbers = []
last = 0
while True:
numbers.append(random.randint(1, 4))
for index, num in enumerate(numbers[last:]):
print(f"Number #{index}: {num}", end="\r", flush=True)
time.sleep(2)
last = index
print("What were the numbers?", flush=True)
for num in numbers:
n = int(input("Number? "))
if n == num:
continue
else:
print("Whoops, you guessed wrong, try again!")
exit()
Note: I haven't played that game in a while
So this may not be exactly how it works
the laptop brand is totally unrelated
If you want to do AAA games, you'd need a beefy laptop, otherwise you're fine with any recent one
@fervent rose you should also add that you don't want to make AAA games using python
yep
A beefier laptop is useful for doing fancy stuff with Panda3D (e.g., playing around with shaders) even if you're not doing a AAA game.
An AAA game doesn't make success, even Celeste (sorry if I spell it wrong) was simple 2D pixel art game but made it to game awards game of the year nominations. I think with python we can recreate it.
But can we remake half-life in python?
I don't see why not
@near wedge tbh, it is not, you'd need a beefy laptop to build things around, if you can run a modern AAA game, Pandas3d will run more than fine
By "beefier" laptop, I was mostly meaning something that has a non-Intel card.
Although, modern Intel GPUs have gotten pretty decent.
What do you think is better for making small games. Unity or python?
In general, Unity is rarely a bad choice. But, which one is better likely depends a lot on your situation and what you are trying to achieve.
If you're already comfortable with Python, like using it, and want to dabble with some game dev, then you might as well grab a library like PyGame or Arcade to play around with 2D games.
If you are a startup studio looking to get a game out quickly, Unity offers a lot of resources like the asset store that can accelerate the development process (especially if you're willing to throw money at the problem).
i am very new to coding in general and have never done anything with it soooooooooo ok thx
i heard that unity is decent but very complicated, and that godot is better
ok thx for the help
No matter what you pick.. you will learn things that translates to other libaries / engines
Also, it depends on what you are planning to create
godot is great! its scripting language is GDScript which is heavily inspired by python.
and in general when ever i see unity splash screen at first i think it should be a bad game, don't worry i am not fanatic there are some great games made by unity, Unturned, Heartstone and sundered (maybe spelled wrong) (these games removed unity splansh screen LOL).
Unity is pretty bad in some cases
the only good games made by unity are the ones that simple (in case of graphics) but fun like ravenfield (free on itch.io, paid on steam) its good since its an offline battlefield with good ai, but graphics are too simple.
Yeah, Unity doesn't support advanced technologies used for bigger games, or just photorealist environment
UE4 for instance is a very good choice for modern 3D games imo
Plus, it can be used to other domains than game dev, such as arch vis, live events, automotive..
UE4 for instance is a very good choice for modern 3D games imo
UE4 is a shorter term for Unreal Engine 4
godot is still good for games with simple graphics, its growing and easy to use
Check out https://www.ursinaengine.org/ Wrapper for panda3d to make it easier to get started and prototype quickly. I'm really biased, but it's much better than Unity in terms of code complexity and scaling. I work with Unity daily on a rather big project and it's soul crushingly slow for bigger projects.
i would be very surprised if it really scales better than unity! although that would be pretty awesome
@frozen knoll im trying out some of your tmx levels, and i was just wondering if there is a reason the layer ids start at 14 in your level map_with_ladders.tmx
What I mean is that it scales better in terms of workflow. You can easily load and run just the part of the game you're working on. You don't have to wait for compile after every change you make and can test things faster.
I've been using it for years now actually and panda3d is incredibly stable
The unfinished parts are mostly higher level stuff
But the core is stable.
ah ok yeah. i always hated waiting for unity to compile
hey guys, quick help with if statement
print(f" Are you sure you want to upgrade? [y/n]")
asw = input("")
if asw == 'y' or 'yes' or 's':
if upg_cst > self.minerals:
print(f" Sorry sir, you have not enough minerals. Value: MN {upg_cst} ")
print()
elif upg_cst < self.minerals:
self.minerals -= upg_cst
self.attack_ships_damage_increase.append(15)
print(f" You have upgraded your attack ships!")
print(f" Your damage bonus now: {sum(self.attack_ships_damage_increase)}")
print()
print(f" Your ships damage now: {self.attack_ships_damage + sum(self.attack_ships_damage_increase)}")
else:
pass
what is wrong with this statement?
when i put "no" as answer, it enters the "yes" flux
even putting different options
this part is inside an if statement as well
but it's returning wrong values somehow
even though if asw == 'y' or 'yes' or 's': sounds right, it doest do what you think it does
you have to do something like this: if asw == 'y' or asw == 'yes' or asw == 's'
or if asw in ('yes', 'y', 's')
if ans.lower().startswith('y'): is one I like.
probably looks cleaner with input().lower()
Does anyone know if unity has python support?
Mmm there use to be unity script which I think was similar to JavaScript but that is deprecated
I’ll take a look.
I don’t want to learn c# for unity only
If your into web dev I think Microsoft made a new c# framework for web assembly so it might not be totally useless
@dreamy swan Godot is a really good 2d engine with a simple scripting language similar to python
I have Godot but I need to learn how to use it soon...
I am gonna try to stick with unity for now
Unity is a better choice for 3D anyways good luck
Ya thanks!
Unity does have unofficial python support
Can a programmer remake half life 1 in python (using any module, slight improvement)? Or at least the uplink demo?
Maybe but I wouldn’t suggest doing 3D game development in python
is it okay if i use this channel for posting a problem (incase u find it rude if i post a question while ur in a discussion)?
If you don’t want to use an pre existing engine you would probably need to learn C or C++ or java or maybe rust
Use a help channel lol unless it’s game dev related
its game related
Probably okay
guys im making a game and right now im working on shooting a bullet so i have coded it a little bit and tested it but it didnt work out as planning if possible could you please help me with the code im using pygame 1.9.6
class Entity:
life = 1
ex = None
ey = None
target = None
vel = None
entity = None
def set_life(self, n: int):
self.life = n
def check_life(self):
if self.life == 0:
return False
else:
return True
def get_pos(self):
return self.ex, self.ey
def get_type(self):
return self.__class__.__name__
def update(self, ex, ey):
surface.blit(self.entity, (ex, ey))
def get_vel(self):
return self.vel
class EntityManager:
entities = {"Bullet": []}
states = []
def add_entity(self, entity):
self.entities[entity.get_type()].append(entity)
def run(self):
for type_ in self.entities:
for entity in self.entities[type_]:
ex, ey = entity.get_pos()
vel = entity.vel
if entity.target is None:
entity.update(ex, ey)
elif entity.check_life():
tx, ty = entity.target
if tx != ex and tx > ex:
ex += vel
elif tx != ex and tx < ex:
ex -= vel
elif ty != ey and tx > ey:
ey += vel
elif ty != ey and tx < ey:
ey -= vel
entity.update(ex, ey)
entity.set_life(entity.life - 1)
if entity.life == 0:
self.states.append(False)
return self.states
class Bullet(Entity):
ranges = {'m4': 20}
entity = pygame.image.load("game/Assets/images/Bullet.png")
vel = 5
def __init__(self, px: int, py: int, w: int, h: int, mx: int, my: int, gun_name='m4'):
self.ex = px + w/2
self.ey = py + h/2
self.life = self.ranges[gun_name]
self.target = (mx, my)
really sorry for taking your time, Please ping me or DM me.
sorry i cant help cause im starter and i really cant do much.
why doesnt this work
import pygame, sys
pygame.init()
pygame.display.set_caption('Adventures of Joe')
windowSize=(400,400)
screen = pygame.display.set_mode(windowSize,0,32)
player_image = pygame.image.load('player.png')
moving_right=False
moving_left=False
player_location=[200,200]
player_y_momentum = 0
player_rect = pygame.rect(player_location[0].player_location[1].player_image.get_width().player_image.get_height())
test_rect = pygame.rect(100,100,100,50)
while True:
screen.fll((146,244,255))
screen.blit(player_image,player_location)
if player_location[1] > windowSize[1] - player_image.get_height():
player_y_momentum = -player_y_momentum
else:
player_y_momentum += 0.2
player_location[1] += player_y_momentum
if moving_right == True:
player_location[0] += 4
if moving_left == True:
player_location[0] -= 4
player_rect.x = player_location[0]
player_rect.y = player_location[1]
if player_rect.colliderect(test_rect):
pygame.draw.Rect(screen,(255,0,0),test_rect)
else:
pygame.draw.Rect(screen,(0,0,0),test_rect)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_RIGHT:
moving_right = True
if even.key == K_LEFT:
moving_left = True
if event.type == KEYUP:
if event.key == K_RIGHT:
moving_right = False
if event.key == K_LEFT:
moving_right = False
pygame.display.update()
What is the problem?
@dreamy swan ```
File "C:/Users/FAMILY/Downloads/lol.py", line 1, in <module>
import pygame, sys
File "C:/Users/FAMILY/Downloads\pygame.py", line 3, in <module>
from pygame.locals import *
ModuleNotFoundError: No module named 'pygame.locals'; 'pygame' is not a package
Did you install pygame with command prompt?
ye
I don’t really know then...
Maybe make sure you installed to the right user?
C:\Users\FAMILY>python -m pip install --user pygame Requirement already satisfied: pygame in c:\users\family\appdata\roaming\python\python38\site-packages (1.9.6)
Hmm...
I don’t know then sorry
Ah...
Got it then?
ye
@foggy python If I wanted to use your font, would i have to make it into a font from the image and learn how to do that?
or do you already have a file?
i don't mind much learning
if you look at my games, it's typically stored in a single image per font
and my scripts cut out the characters
and store them in a dict
your scripts?
you can make a script to cut a piece of an image?
that would take a while to write a long text
If you take a look at my code, I’ve got a clip() function for cutting out portions of an image.
Performance is fine if you cache characters into a dict
Just take a look at my text.py script in almost any of my games to see how it works.
What is the best engine for City Building Game?
every engine is made to make games, that's right that some engines are made only for a specfic game but most of them are like programming language, could do anything.
What languages are you EXTREMELY comfortable with? @ember cloud
I am personally using unity
If you want to have a photorealistic environment, you'd have to use Unreal
godot is an easy to use one, also free and open source
Unreal and Unity are open source too
And free, expect for unreal if you earn more than $3000/3 months
oh? i thought they were paid
Unreal used to be paid, but now it is free, and I think Unity have always been free
unity isn't free if you earn more than 1000 or 10000/year
Well, if you reach those limit, you morally need to give something back, even if it is totally free
ya I stopped wanting to use Unreal when I saw the bull that they want for money and legal...
I read that entire EULA
that is when I read it...
Lol
can you blame them? its pretty good software so ofc they want money if you make something profitable lol
after they changed
I mean, it is still pretty fair
Even the selling condition of the EGS is pretty fair, compared to steam
ya...
I like Unity more tbh
But I need to learn C# to use it effectively
and I don't like OOP
epic games store is just come for profit, it just shatters pc community
No?
having serval clients is a pain
Like, giving more money to devs come for profit?
I mean, Unity is about OOP too, I can't imagine making a game without OOP
They are actively developing it
I mean C# is OOP and I don't like OOP languages
Yes, but.. You can't really make a game without something close to OOP
OOP lets you code common things once for every object that has it (inhritance system)
I quite like the concept of OOP personally
It creates a pyramidal structure that is very useful for game dev
Python @dreamy swan
https://softwarerecs.stackexchange.com/q/71604/64254 Can any one answer this question
https://softwarerecs.stackexchange.com/q/72561/64254 and this https://softwarerecs.stackexchange.com/q/72562/64254
Software suggestion:
I need a GUI framework which facilitates my requirements.
City Simulation means building a city from plain land. Or City Building Game which is same as City Simulation!
@everyone
my game engine is officialy faster than pygame lol
its faster than python itself lel
heres the game engine translating a few lines of code into c++ code:
#define SDL_MAIN_HANDLED
#include<SDL2/SDL.h>
#include<iostream>
#include<stdio.h>
using namespace std;
#include <stdio.h>
int main(int argc, char* argv[]){
SDL_Window *window; // Declare a pointer
SDL_Init(SDL_INIT_VIDEO); // Initialize SDL2
// Create an application window with the following settings:
window = SDL_CreateWindow(
"An SDL2 window", // window title
SDL_WINDOWPOS_UNDEFINED, // initial x position
SDL_WINDOWPOS_UNDEFINED, // initial y position
640, // width, in pixels
480, // height, in pixels
SDL_WINDOW_OPENGL // flags - see below
);
// Check that the window was successfully created
if (window == NULL) {
// In the case that the window could not be made...
printf("Could not create window: %s", SDL_GetError());
return 1;
}
// The window is open: could enter program loop here (see SDL_PollEvent())
SDL_Delay(3000); // Pause execution for 3000 milliseconds, for example
// Close and destroy the window
SDL_DestroyWindow(window);
// Clean up
SDL_Quit();
return 0;
}
@ember cloud dont try to ping everyone and dont post your stackoverflow questions here, ask them instead.
@sage bluff this channel is really just for python game development, so unless you are making a python gameengine using cpp...
guys
any tips on balancing a game
i'll throw it here and if anybody could contribute, i'm a little lost on this.
the game is a TBS (3 turns and a possibility of attack the enemy (or not)) based in the space.
has 4 races and I want them to have mechanics, but not in a unbalanced way
it's singleplayer but i want to make it multiplayer
the keys on the game are costs of ships
and minerals
the economy is based on minerals and population, a % of population mines the planet itself, but the mining ships (that mines meteors) mines a lot more
@fierce wraith actually i do have a python game engine that uses cpp
🙂
the package is called xgame
i just released the beta
you can get it via pip install XGame
(mods please delete this if this is aginst rules very sorry)
@sage bluff Is your library faster then pygame. If so that’s really impressive work
Well it’s impressive either way honestly
@gray girder 100x faster than pygame lol
the library uses c++ for the speed
but you have to install stuff to use the library
like mingw for compiling
one day this will change
If I installed code blocks which Comes with that compiler will it work straight out of the box with the pip install
Or should I install the compiler stand alone
@sage bluff
guys, sorry for interrupting, anybody has any good guide on sockets for multiplayer games?
Goal:bus move to i then stop then automatically go to i+1 and so on
if something > 0:
i += 1 need this var to keep adding after bus_stop , for loop is too fast for my game
run a bus
if bus_stop:
start over from if something > 0
#tried while !bus_stop but crashes
elif !bus_stop:
wait until bus_stop = true which will start over
func _run_at_the_same_time1():
if bus_hit_something:
bus_stop = true```
@me
need help
@gray girder your going to want to have the mingw command line version
im not too sure about code blocks
can i have both installed without causing problems... I'm pretty new to that low level stuff
This is in GDscript btw. It just use same syntax as python
I like the GDScript btw but I need a easy to use game engine with python
@sage bluff what are you doing differently from pygame?
@gray girder probably
can i have both installed without causing problems... I'm pretty new to that low level stuff
@gray girder
just view the mingw setup as listed
@fierce wraith XGame:
- is NOT using python for runtime
- uses c/c++
- uses sdl library
- is overall faster 🙂
and im still adding updates to make the package even better
currently the package can let you build simple programs or sdl games
If you release wheels on pypi the need for installing a compiler will be removed for end users.
Except if you don't have wheel for a certain arch, and this arch wants the package
can someone help me with pygame
@void sluice Just pick a single random y coordinate say, for the bottom end of the top pipe. Then if you add the size of the gap to that random value, you'll have the y coordinate for the top end of the bottom pipe.
I need a help with audio engine, gui framework and a game engine for my game?
@void sluice Just pick a single random y coordinate say, for the bottom end of the top pipe. Then if you add the size of the gap to that random value, you'll have the y coordinate for the top end of the bottom pipe.
@mint zenith Thanks
@sage bluff "Overall Faster" is kind of vague. Try some open/reproducable benchmarks. See here for an example: https://arcade.academy/arcade_vs_pygame_performance.html
@sage bluff Where is the source code? The package just link to google. Also, there is no docs anywhere. You are not giving people any incentive to use your package.
Arcade 2.3.9 is out: https://arcade.academy/release_notes.html
I am planning on writing a 3d game engine in python3. Where is a good starting point?
I am also planning on making an editor for this game engine.
In the far future.
Firstly you should choose which library do you want to use
I was thinking of using pyglet
Well, are you familiar with it?
You should do some more basic apps with it first, in order to know it better
ok. thanks!
Mee too I am making a 3D game engine
that's about 2 months
Gonna finish it this week I think
@rain socket very cool! care to share?
Yeah but I need to finish it totally, it will don't work to you if I export it
what kind of stuff are you doing with your engine?
I am working on the txt file where we can program 3D blocks building etc
@potent ice xgame is fairly new everythings a work in progress so things like source code are not avaible
you can view documentation by doing XGame.docs()
or you can do XGame.tutorial() which will install the needed software to use the engine
Why are not source available? 🙂
I would not run anything unless I at least skimmed through the code 🙂
ill be making a veiwable github repo for it soon
Don't worry about that. Just get it out there 😉
@potent ice since xgame uses c/c++ this makes xgame THE most fastest game engine
im planning to add things like easier variable creation
There are several projects also using c/c++
Panda3D and related projects, moderngl and even pygame
pygame and moderngl are quite slow
but you may get better performance if you use a different approach and greatly reduce flexibility
What makes your project so much faster?
How does python interact with it?
it simply is used to create the file with minor to no knowledge of c++
what file?
lol
So, basically, all Python does is to create some boiler plate code
that really isn't a python game engine then
game = XGame.game("hello")
@game.code
def code():
return XGame.FreeStyle(
XGame.Main(
XGame.Log("hello world")
)
)
game.debug(output="hello_test") #compiles and runs
@still shard well python is used to write the code without needing to know much about c/c++
the point of xgame is intended to be a simple and very fast engine
So I could end up writing some logic in python that does not translate? I have to follow a strict api?
@potent ice all the code for your game is converted to c/c++
but yes you have to follow xgames api
right now im getting docs together so xgame is more understandable
Sounds like a lot of work 😄
it is
@potent ice you also can see the converted code when running your xgame script
or you can just do print(xgame.Main())
Well. Good luck with the project. It could be a useful experiment.
What can you do with it? It is SDL rendering?
Ok. so like pygame
xgame can be used for developing basic scripts
i forgot to mention you can do opengl in xgame, or any c++ package
I might look at in the future if you post updates, but right now I have more then enough to do on the moderngl project
kk
It wuold be more useful to be able to write freeform in python, than to actually use C++ packages
because someone who knows C++ won't be using your stuff if they have to write python
even if it is just partially
Post update when you reach the next goal. docs and repo up etc
@still shard @potent ice will do
There are a lot of rendering engines out there for C++ which are really good and don't need a strict form
e.g. OGRE or Irr
just to name two
also @still shard xgame is as stated for making c++ games or programs using python
everyone loves simplicity 🙂
and making a c++ game is not as easy as it sounds lol unless you use unreal
simplicity is something else than strictness
you are writing a transpiler, but you are mixing two languages
and that won't bode well in my opinion
but good luck
thanks
Unity is just mean to learn so a good python engine other than pygame would be nice in my opinion
I think there are room for game engines doing one type of game type well at least. Simple python interface were C/C++ does the heavy work in the back.
Yes, but I think it should provide a native python interface without the need for a strict setup
I think @sage bluff would be better off using python embedded for his idea
so the scripts can be written relatively freely
add a C++ api to that to allow for more freedom and it becomes a shoe
And of course provide wheels for win, osx and linux
Unless you are on linux people are not going to build it 😄
(most people at least)
@potent ice ill try that but im on windows and i have no idea how to make it crossplatform like that
You can use Ci systems to build it for you
kk
and even make it release to pypi automatically for all platforms
rn im adding a translation that lets you create windows in xgame 😉
XGame.Window(create=True,name="hi",flags=[],x=0,y=0,w=50,h=50)
{
SDL_Window* win = NULL;
win = SDL_CreateWindow(args from previous function)
}
translater functions are op
Heya everyone, me and a friend are making a game, and i plan to add multiplayer support, but how would i make it so the server can tell between the official client and a custom client? Because i want to give people the ability to disallow custom clients, as my friend pointed out that it is possible to exploit and ruin the game for everyone (it will be opensource)
Honestly, I'm not sure you really can.
Closed source, you could make it more difficult.
But you only know what is sent over the network. You can't really inspect the client code.
It's a challenge for sure
Yeah, it is an issue me and my friend are experiencing
I know a lot of games add a lot of obscurity to make it more difficult, but if people really want to they can do it
Cheat detection are normally added in separate systems
For example movement tracking.
Yes, but if i am opensourcing the game and the server software, everything becomes more difficult
Which is the issue i am running into
I could add some code that only the official builds would have?
It would probably be turned into a .so file with Cython so i can try to import it, if it fails, do not send that data
That can always be extracted
I know
But it adds a simple layer of complexity at least
But i am not sure what to do
yeah, you can also send the client version and hash
The hash?
Oh! That actually seems like a good idea!
Wait
But if i am distributing it to multiple platforms
Of course a fake client can also fake this
Won't the hashes be different?
Mhm
Also modifications of the original client since it'll accept mods
But that can be avoided by disabling mods completely in the server selection screen
And disabling them within game
Depending on the game it might just be better to make some simple karma system
Simple sanity checks for how often certain actions can be done for example
so if the client sends some type of events too often.. it will throttle the user and alert admins or just kick
Item interaction for example
Heya everyone, me and a friend are making a game, and i plan to add multiplayer support, but how would i make it so the server can tell between the official client and a custom client? Because i want to give people the ability to disallow custom clients, as my friend pointed out that it is possible to exploit and ruin the game for everyone (it will be opensource)
@dull swallow my idea is 1. your game should be compiled
compiling a game is a great way to prevent code from being edited
and you can make a mod mode where people can use .json or .py to modify game
like hp or whatever
I know some games also use custom encryption with rotating keys/secrets so it gets a lot more painful
you dont need that complex stuff
just convert the game to a .exe
much faster
code isnt editable all good
I do not know how i would compile the game @sage bluff, because it can always be decompiled anyway
and you can make a json loader system to add mods
The project is opensource...
It will be able to load Lua, Python and probably simple json mods
but even if you did make the client non modifyable
@potent ice i am planning on making a pre-compiled/packaged 'official' build
theres ways to make a hacked client
you should make everything serverside and add anti cheats
I have pointed this out before but thank you for helping
That is a good idea actually
Yeah i said i can use Cython to make a .so file that is only required in the official client
It's like a linux dll
Wait, .so files can not be imported on windows can they?
no
Oh, so i would have to make that a .dll file then
i highly recommend you just use cx_freeze or cython and just make different versions for different operating systems
That is what i am going to do
But how would i specify whether to make a .dll or .so file?
I guess you have to build it on each os?
I don't have windows at all...
Just start a VM. WIn 10 is free
I can not be bothered with VMs, they annoy me quite alot
I will probably ask my friend to compile it if he has a windows PC at his disposal
hmm. Can Ci systems build it? No idea.
I do build wheels for win, linux and os x on for example travis-ci
The can run python and pip and run any os
Maybe even github actions can do it. Havent checked
Oh? That sounds excellent then
@dull swallow what kind of game are you making
Thank you for helping me!
im intrigued
Well, it is a factory based game, where you mine resources, you'll have to build a base and defend against invaders that will try to destroy your Hub
It is like Factory Idle
oo nic
But
nice
More modable
I realised this was a good idea since there isn't many games with this sort of idea out there
You will also be able to make mods in Lua, Python, JSON files for really simple mods, and maybe even C or C++
I would say as a minimum you should at least have a karma system to ensure a bot cannot for example replay a game at 10x speed
What do you mean replay a game?
unless there is some other mechanic that makes this impossible
Is there some kind of versus mode?
The game won't be in matches, but there will be waves of enemies that will come along every 1-3 minute interval
Probably an attack mode
So cheating will not negatively affect another player in a large degree?
But then they will have to gain resources for those factories
is it multiplayer or singleplayer? still confused
Yup, but i still want to verify the clients for some people who want that
@honest scarab multiple modes
So an option for single player and multiplayer
allow mods for singleplayer, restrict them in mp
maybe only allow client sided stuff
You can have an "are you a real player"-challenge 😉
Ask questions that only a human can easily answer
but maybe that can be a bit annoying
like graphics mods. Dont know much about modding, but Lua sounds pretty good for multiplayer as you can allow and restrict specific commands afaik
if sb has enough recources he will always be able to break multiplayer
like for your questions, some screen capture software that can extract the text from screen and then an algorithm to solve them
if you want to keep your game bot-free, you have to make it too much of a time investment to get one working
I mean - you could catch bots that are on 24/7 - but then the botter just emulates day/night circles and the cat-and-mice game starts again
Bots will not be completely disallowed, but an option to disable custom clients from joining a server will be useful to some people, and the ability to disable bots (they would have their own API) would also be useful to people
@honest scarab also, we are using Lupa to embed Lua into our code
This will allow for some very interesting possibilities
No, the server software is also opensource
I do not have anywhere where i would even host my own server eheheh
amazon web services for example
I do not even have a credit card
I have a raspberry pi
But then it'd be prone to DDoS attacks
I think having self hosted servers is good so that I’d say your computer goes down they can still play
Yup
Hosting something on a home connection is quite hard and error prone though
like a discord bot per example?
If you have any internet or electricity issue for instance, the bot became offline
yup.
Plus you loose a part of your internet speed
Is there any free bot hosting system
What's your opinion on game development with JavaScript?
Try asking Discord.js Official
There is heroku and python anywhere that have permanent free tier I think, and all popular host have a temporary free tier
I heard bad things about heroku
@dawn quiver it is pretty limited, because you have to make the user download the whole game everytime they want to play it, you can't go too hard on graphics, neither do a reasonably good looking 3d
@potent zinc I never tried it personally
I don't know
ok
You are hosting a python based discord bot?
I tried repl.it though, it is garbage
The bot goes down constantly
It isn't an hosting service
It's not as complex as heroku
Depends on what you want to do, as always
can you use more than two languages for a game
if so, how?
maybe like one language for backend the other for graphics and other stuff
You can’t really separate them like this
Are you talking about making a game from scratch and make the engine with it, or using a premade engine?
yes
From scratch or using an engine?
frm scratch
Then you’ll probably have to use different language yep
At least one for the engine itself, and one for the shader rendering your game
Hosting on heroku is surprisingly not that complex
But it is ultimately more suited toward hosting website instead, and is not really suited for a discord.bot
how would generate the red points with the blue dot as (0,0)? with some arbitrary r. the coords should always be full integers.
hmm. is that just a square with side length r tilted 45deg?
or is that just because of my terrible paint skills
You want to generate all points with integer coordinate numbers inside the circle?
yup
Purpose of this is?
rn im just looping from -r//2, r//2 on x/y and filtering out points that are too far away
finding the chunks that are <=r away from the camera @potent ice
Can't you just use the distance to the chunk?
Distance to chunk corners a bit more accurate
@fierce wraith yes no maybe? 😉
what do you mean by that?
def positions_in_radius(position: Point, radius: int):
out = []
for z in range(-radius // 2, radius // 2):
for x in range(-radius // 2, radius // 2):
if World.distance_to(Point(x, 0, z), Point(0, 0, 0)) <= radius:
out.append(Point(x + position.x, position.y, z + position.z))
return out```
thats what i have rn
That's what I was going to suggest haha
Hey @dawn quiver!
It looks like you tried to attach a Python file - please use a code-pasting service such as https://paste.pythondiscord.com
That looks very complicated for finding chunks inside a radius of a point
how else would i do it?
for chunk in chunks:
d = distance(player, chunk)
if d < r:
blah
But I guess you store chunks in a 2d array, so you can loop chunks inside the square using the radius
then that filter will weed out the corners making it circle ish
Maybe I'm misunderstanding something here?
Ah it doesn't have to be a perfect circle
You could also an otcagonal-y looking shape by cutting triangles in a square angles
Yeah. could just make an R * 2 quare and filter them on distance
i cant to for chunk in chunks because i might not have loaded the chunks yet and they need to be generated
You know what chunk you are standing on and the radius
bah. I should take a break from the computer. You are doing exactly what I suggested 🤦♀️
hhaha thats fine 😉
So that thing will run when you leave a chunk / enter new chunk I guess?
Keep track of the player/cameras chunk location and update when it changes
Because at 100 fps you don't want to do that every frame
@potent zinc https://blubbervision.neocities.org/pygame/ is the current backup
wiki links don't work, but must doc pages do
You could look at examples : https://github.com/pygame/pygame/tree/master/examples
well for the first time ever ive made a trello board. lets see how this works out haha
ahaha
already have this:
eyy decreased file size 3x
significantly decreased load time too 🙂
but now i've completed the only easy thing on the todo list 😦
Why not use github project with basic kanban + issues instead? 😉
It's at least a simpler solution if you want to collaborate
So I want to make thing when I give it a maze(image) and then it solve it
How do I do that
You could use something like A* or some other pathfinding algo
@potent zinc you can look at http://programarcadegames.com/
That starts from scratch.
Or if you aren't sold on PyGame, Arcade: https://learn.arcade.academy/
cough cough @potent ice cough cough. i heard you know a thing or two about making games. you gonna take part in the game jam?
I'm getting old and I have a lot of work to do on other project. I'll think about it.
Not really that creative tbh. Worked more on the techincal side of things
Hello, I'am trying to use GIFs in pyGame. I found a good looking pygame GIF "addon" (https://web.archive.org/web/20180519174909/http://ajaxvm.com/downloads/GIFImage.py)
Now there is a really weird overlapping effect on the gif. Do you have any Idea how I can fix this. Now in the right channel I think
fair enough, maybe next time itll be a moderngl game jam 😉
@frozen knoll does arcade allow you to execute shaders in some way?
specifically a fragment shader
Anybody have an empty space for the gamejam, I can join!
Heyho, this is a little different request, but maybe someone got heart for that and might wanna help a little.
I´ve read all TOS and guidelines and hope i am acting right, so if anyone sees a technical flaw of method pls be kind and tell me! =]
OK, i have a small Team working on a Mod for >Star Trek Bridge Commander< from 2002 in Python 1.X...
i know i know, old tech so this request is more of a idealistic one. The game engine is Netimmerse 3.2/Early Gamebryo and the mod we are working on is the more or less famous >Kobayashi Maru<. Our goal is to make a persistant world this time with all the 30+ Starsystems in the mod and add some more eyecandy.
What we did until now is: We added Widescreen Support, made it directX11 compatible thru injection and therfor could add a bunch of shaders. Work in progress now is adding 8k planet textures to give it a nice look, working on lightning etc.
The Python conquest would be to go over all existing mods in KM2011, renew them, fix errors, add functions like new rooms, options, stellar cartography, fix the star systems and scaling.
This is truly for someone who loves Star Trek and is very idealistic about that.
And again i´m sorry if i misunderstood the TOS here i really do believe that my helprequest is OK, if not pls correct me
i´ll add 3-4 screenshots in just a second, thank you for reading.
@fierce wraith If you are looking to use shaders, I'd just use a PyGame /ModernGL combo. Arcade is designed to be easy-to-use.
@dawn quiver PyGame is older and has more of a 'following'. Arcade uses OpenGL for batch drawing of sprites by default, which is pretty fast. https://arcade.academy/pygame_comparison.html
@frozen knoll yeah im used to moderngl, but was hoping some of my knowledge could be used with arcade
@dawn quiver It is a language used by graphics engine on your computer. OpenGL graphics can offload a lot of processing to your graphics card which speeds graphics a lot.\
@fierce wraith Arcade focuses mostly on the mechanics, and less on the look. I'd really like to get lights added to it.