January 06, 2025, 04:26:31 pm

The Gang Garrison 2 Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

NOTICE: Wondering where all the forums have gone?

Join the community Discord server!

Pages: 1 ... 37 38 [39] 40 41 ... 77

Author Topic: Official PyGG2 Development thread  (Read 162699 times)

nightcracker

  • NC
  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 516
  • PyGG2 dev
    • NC Labs
Re: Official PyGG2 Development thread
« Reply #570 on: March 23, 2012, 10:26:05 am »

Why does nc insist on reinventing the wheel with pygrafix?

If you don't like that pyglet uses ctypes, then make a wrapper for it, instead of rolling your own library which mashes together code which is under several different licenses which are potentially conflicting.

That there is the problem. Ctypes is a wrapper. In Python, wrapping is very expensive. Pygrafix is an effort to reduce wrapping for improved performance.

Plus I don't like some parts of pyglet.
Logged

nightcracker

  • NC
  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 516
  • PyGG2 dev
    • NC Labs
Re: Official PyGG2 Development thread
« Reply #571 on: March 23, 2012, 10:27:56 am »

Nightcracker, get back over here and add depth in pygrafix.

I don't really see how else we can fix this intelligently.

Nope. Pygame didn't have depth either.

Pygrafix is really simple: the latest thing drawn gets drawn on top. If you want something on top you have to draw it later.

I will get back on PyGG2 Soon (tm), but currently my laptop is broken again and I'm a bit of trouble with school, so not yet.
Logged

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Official PyGG2 Development thread
« Reply #572 on: March 23, 2012, 11:05:40 am »

Nightcracker, get back over here and add depth in pygrafix.

I don't really see how else we can fix this intelligently.

Nope. Pygame didn't have depth either.

Pygrafix is really simple: the latest thing drawn gets drawn on top. If you want something on top you have to draw it later.

I will get back on PyGG2 Soon (tm), but currently my laptop is broken again and I'm a bit of trouble with school, so not yet.
I never said it was in pygame, I'm saying it was in Game Maker and not having it is pretty dumb.
Logged

notajf

  • Guest
Re: Official PyGG2 Development thread
« Reply #573 on: March 23, 2012, 12:35:34 pm »

Why does nc insist on reinventing the wheel with pygrafix?

If you don't like that pyglet uses ctypes, then make a wrapper for it, instead of rolling your own library which mashes together code which is under several different licenses which are potentially conflicting.

That there is the problem. Ctypes is a wrapper. In Python, wrapping is very expensive. Pygrafix is an effort to reduce wrapping for improved performance.

Plus I don't like some parts of pyglet.

erm wat

you're using ctypes stuff anyway whether you like it or not
and furthermore, this may be premature optimisation - gg2 is not terribly graphics-heavy
Logged

MedO

  • Owns this place
  • *****
  • Karma: 151
  • Offline Offline
  • Posts: 1755
Re: Official PyGG2 Development thread
« Reply #574 on: March 23, 2012, 05:06:24 pm »

To be fair GM does not have depth in the actual graphics layer either, it merely calls the draw events of objects in z-order. That doesn't mean it wouldn't be useful to have it as a graphics feature, and the pygame argument is really weak.
Logged
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.

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Official PyGG2 Development thread
« Reply #575 on: March 23, 2012, 05:16:00 pm »

Ahh...We still have to implement it somehow, be it in Rendering.py or in pygrafix. And seeing as this has to be called constantly, pygrafix written in Cython would be the more logical choice.
Logged

nightcracker

  • NC
  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 516
  • PyGG2 dev
    • NC Labs
Re: Official PyGG2 Development thread
« Reply #576 on: March 23, 2012, 06:01:02 pm »

Why does nc insist on reinventing the wheel with pygrafix?

If you don't like that pyglet uses ctypes, then make a wrapper for it, instead of rolling your own library which mashes together code which is under several different licenses which are potentially conflicting.

That there is the problem. Ctypes is a wrapper. In Python, wrapping is very expensive. Pygrafix is an effort to reduce wrapping for improved performance.

Plus I don't like some parts of pyglet.

erm wat

you're using ctypes stuff anyway whether you like it or not
and furthermore, this may be premature optimisation - gg2 is not terribly graphics-heavy


pygrafix is not limited to GG2 (or that's the plan :P).

But you're wrong, I use direct C code for calling C code with Cython. I don't use ctypes.
Logged

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Official PyGG2 Development thread
« Reply #577 on: March 25, 2012, 08:01:13 am »

Ok, I think the networking is stable enough for us to do a long-range test. People, please port forward to UDP if you can, and come in the PyGG2 skype group or the IRC and we can try to connect.
« Last Edit: March 25, 2012, 08:01:39 am by Orpheon »
Logged

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Official PyGG2 Development thread
« Reply #578 on: March 25, 2012, 12:57:10 pm »

Tested with NAGN (who lives in US), and it worked.

The latency wasn't noticeable at all for shooting or movement but was very noticeable for jumping.
When you press jump, the character tries to continuously jump and gets corrected by the server until the server receives the message (about ~0.5 secs later) that you've jumped.

Using a jump event might solve this.
Or some form of client interpolation...
« Last Edit: March 25, 2012, 12:57:26 pm by Orpheon »
Logged

Phantom Brave

  • All Hail Classicwell
  • Moderator
  • *****
  • Karma: 70
  • Offline Offline
  • Posts: 12532
  • Another one --
Re: Official PyGG2 Development thread
« Reply #579 on: March 25, 2012, 03:48:36 pm »

Dead Reckoning/input prediction, then smooth errors out over N frames, just like source.
Logged

http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Official PyGG2 Development thread
« Reply #580 on: March 25, 2012, 03:54:29 pm »

Ok, added a jump event, which btw also fixes double-jump, and yeah, it didn't help enormously.

I'll work on some input prediction, but now school will start again soon, so I won't have large amounts of time.
Logged

nightcracker

  • NC
  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 516
  • PyGG2 dev
    • NC Labs
Re: Official PyGG2 Development thread
« Reply #581 on: March 26, 2012, 02:17:56 am »

Ok, added a jump event, which btw also fixes double-jump, and yeah, it didn't help enormously.

I'll work on some input prediction, but now school will start again soon, so I won't have large amounts of time.

Wait you had holiday? o.0
Logged

notajf

  • Guest
Re: Official PyGG2 Development thread
« Reply #582 on: March 26, 2012, 05:26:07 am »

I have not time atm, only like 2 weeks of school left before study leave and final exams.
Fuck yeah, Scotland =/
Logged

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Official PyGG2 Development thread
« Reply #583 on: March 26, 2012, 06:26:54 am »

Ok, added a jump event, which btw also fixes double-jump, and yeah, it didn't help enormously.

I'll work on some input prediction, but now school will start again soon, so I won't have large amounts of time.

Wait you had holiday? o.0
No I did not, weekend.
Logged

Saniblues

  • Onion Knight
  • Administrator
  • *****
  • Karma: -1305
  • Offline Offline
  • Posts: 12206
Re: Official PyGG2 Development thread
« Reply #584 on: March 27, 2012, 11:43:10 am »

Need any sprites done? I'm like a spriter or something.
Logged
Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

Pages: 1 ... 37 38 [39] 40 41 ... 77
 

Page created in 0.039 seconds with 36 queries.