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Author Topic: Official PyGG2 Development thread  (Read 161430 times)

nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #285 on: November 20, 2011, 01:49:32 pm »

It actually looks really good, but it was more of a joke (I was bored, so I was like - let's make motion blur).
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Colgate

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Re: Porting GG2 to Python - PyGG2
« Reply #286 on: November 20, 2011, 02:32:31 pm »

what not ruby :hehe: just kidding
But i like what you are doing here.
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billymaze

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Re: Porting GG2 to Python - PyGG2
« Reply #287 on: November 20, 2011, 03:32:51 pm »

wait what's the link to the stress test thing, I can't find it :z4:
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NAGN

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Re: Porting GG2 to Python - PyGG2
« Reply #288 on: November 20, 2011, 05:30:26 pm »

the latest build isn't posted, but it changes everyday
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NAGN

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Re: Porting GG2 to Python - PyGG2
« Reply #289 on: November 20, 2011, 11:56:31 pm »

How you going to design the networking structure, it seems that the physics are already framerate independent, but is it easy to achieve framerate scalibility in pygame?
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Orangestar

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Re: Porting GG2 to Python - PyGG2
« Reply #290 on: November 21, 2011, 12:36:09 am »

nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #291 on: November 21, 2011, 01:35:21 am »

Well, in the latest version we already split the physics from the rendering completely by splitting the whole engine. I'm not really sure what else you mean with "framerate scalibility in pygame" (note that the server won't even use pygame).
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MedO

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Re: Porting GG2 to Python - PyGG2
« Reply #292 on: November 21, 2011, 05:32:28 am »

Well, in the latest version we already split the physics from the rendering completely by splitting the whole engine. I'm not really sure what else you mean with "framerate scalibility in pygame" (note that the server won't even use pygame).
Hooray for modularity :)

I didn't check how/where you made the split so this might be totally redundand, but I always thought it would be a good idea to have a set of "gameplay domain" classes which use and manipulate a limited set of information (the essential part of the game state) and send/receive events. For example, a gameplay "Character" class would update the x and y positions and speeds in each step, react to collisions etc. but would not contain any code for drawing, sounds, particle effects or other things from the "display domain" (my am I using many quotes today), it would only be concerned with the gameplay domain. Those would be the classes used e.g. by a dedicated server to simulate the game state, and by the networking code which would have to transfer the events and keep the state data in sync.

Then, for clients, you would have an extra set of "display domain" classes which only handle the drawing, sound and eyecandy by extending / decorating the gameplay classes. For example, a display Character class could be an extension of the gameplay Character class and react to a Death event by playing a death sound (and then passing the event on to the base class of course).
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Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #293 on: November 21, 2011, 06:47:12 am »

Medo, that almost exactly what we have now.
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #294 on: November 21, 2011, 08:21:20 am »

Yes it is, look for example at these two files:

https://github.com/nightcracker/PyGG2/blob/master/engine/character.py
https://github.com/nightcracker/PyGG2/blob/master/client/character_renderer.py

We still have to make some sort of playercontrol object though.
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MedO

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Re: Porting GG2 to Python - PyGG2
« Reply #295 on: November 21, 2011, 08:35:13 am »

What you did there is quite different in detail from what I had in mind, but meh, as long as it splits the responsibilities up it's good.
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Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #296 on: November 21, 2011, 11:04:59 am »

Also, we program like real hardcores, we program with this keyboard:

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Madness9001

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Re: Porting GG2 to Python - PyGG2
« Reply #297 on: November 21, 2011, 11:30:03 am »

Also, we program like real hardcores, we program with this keyboard:

(click to show/hide)
Obvius stolen image form General Chatter
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Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #298 on: November 21, 2011, 11:33:16 am »

Also, we program like real hardcores, we program with this keyboard:

(click to show/hide)
Obvius stolen image form General Chatter
Uhh...You do know we double-posted?

We communicate quite a lot over skype, you know.
« Last Edit: November 21, 2011, 11:33:35 am by Orpheon »
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #299 on: November 21, 2011, 11:33:28 am »

Orpheon and I are talking on skype and we double-posted.

Also, by the way, my post was earlier (12:04:59 pm, 12:05:11 pm) so FAIL.
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