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Author Topic: Official PyGG2 Development thread  (Read 161163 times)

Orpheon

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Re: Official PyGG2 Development thread
« Reply #975 on: September 22, 2012, 03:03:21 pm »

python is horrifying
nah, it makes gui development incredibly sexy

basically what's happening is that no one's working on it right now. That doesn't mean its abandoned per-say, but if you look at video games as far as how things are looked at from a surface (we're not a bureaucracy, everything's open on github), yes we're pretty much bullshitting around.

Any argument that's going on in this thread that's about "restarting the project," or something silly like coding conventions simply reflect a lack of work, and attempts to excuse ourselves from working on it.

That being said, Wareya and AJF have already chosen to abandon the project. That doesn't mean that they're not welcome back, but it also means that we don't really have much to do with whatever side projects they're doing (b43.js, and whatnot)

I'm not so sure what AJF is doing right now, but whatever it is, its probably nothing to do with PyGG2

I've been playing a bit of dota 2 recently. ITs a real good time waster, but I should probably go back to working on this now that L and everyone's going to college, or finish up the Garrison Builder rewrite
Replace "dota 2" in here with minecraft and you have my situation.
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #976 on: September 24, 2012, 10:29:03 am »

Hey, this thread isn't as derailed and ADD as pygg2's engine structure is.
Honestly, GM will go cross-platform before GG2 does.
« Last Edit: September 24, 2012, 10:29:36 am by Chartreuse »
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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

ajf

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Re: Official PyGG2 Development thread
« Reply #977 on: September 24, 2012, 10:58:06 am »

Hey, this thread isn't as derailed and ADD as pygg2's engine structure is.
Honestly, GM will go cross-platform before GG2 does.
GM already has. We just need mac/iOS/HTML5/Android versions of faucet networking.
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #978 on: September 24, 2012, 03:37:54 pm »

Pygg2's engine structure is completely logical.

And anything not including linux is useless for dedicated servers and so for the main reason we wanted cross-compatibility.


Also, if you guys find the structure so flawed, then giving concrete examples help a lot more.
Apart from the completely inconsistent naming, I know that.
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #979 on: September 24, 2012, 04:17:29 pm »

inconsistent naming, fucked up scoping to work around python's handling of scope, inconsistency and bad data shuffling due to said scope and naming problems, that were never fixed, the hilarious issues with trying to get the god damn thing even to work
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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

Machidro

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Re: Official PyGG2 Development thread
« Reply #980 on: September 24, 2012, 08:16:52 pm »

Also, if you guys find the structure so flawed, then giving concrete examples help a lot more.
Apart from the completely inconsistent naming, I know that.
inconsistent naming

:z8:
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #981 on: September 24, 2012, 08:17:37 pm »

is there a problem with drilling a fact
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #982 on: September 25, 2012, 03:08:03 am »

inconsistent naming, fucked up scoping to work around python's handling of scope, inconsistency and bad data shuffling due to said scope and naming problems, that were never fixed, the hilarious issues with trying to get the god damn thing even to work
None of these are concrete examples. Give code.

And yeah, I know about the naming, you don't need to give examples of that.
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ajf

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Re: Official PyGG2 Development thread
« Reply #983 on: September 25, 2012, 03:30:12 am »

When I get round to it I'll start a rewrite using Go or C or C++.

The Python community, and us, damn well know that Python has terrible library support for games, is quite slow, etc. Also Python might not be the best choice for the future. I am a little worried about its future prospects as a language.

However, Go? It's new, it's fast, it's garbage-collected but close to the metal, it's like C without the horrible stuff.

And C has worked forever. C++ is popular among game devs.

So, when I get round to it, you may be seeing GoGG2, or GGG2, or G32 :P
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #984 on: September 25, 2012, 06:12:21 am »

If your project is finished before PyGG2, I will be astounded.
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #985 on: September 25, 2012, 06:26:40 am »

Well, they could work off someone else's engine from the get-go and re-write it as they go. There's absolutely no shame in that.

Doesn't matter what bloke writes the code; it all works the same either way to the players, you know?
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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!

Orpheon

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Re: Official PyGG2 Development thread
« Reply #986 on: September 25, 2012, 06:27:19 am »

Well, they could work off someone else's engine from the get-go and re-write it as they go. There's absolutely no shame in that.

Doesn't matter what bloke writes the code; it all works the same either way to the players, you know?
>implying there are free, good and open game engines in Go.
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #987 on: September 25, 2012, 06:28:33 am »

Well, they could work off someone else's engine from the get-go and re-write it as they go. There's absolutely no shame in that.

Doesn't matter what bloke writes the code; it all works the same either way to the players, you know?
>implying there are free, good and open game engines in Go.
C++ was also suggested. I know some guys that could help out with that, if they can get past Wareya's severe autism.
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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!

Orpheon

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Re: Official PyGG2 Development thread
« Reply #988 on: September 25, 2012, 06:30:18 am »

Well, they could work off someone else's engine from the get-go and re-write it as they go. There's absolutely no shame in that.

Doesn't matter what bloke writes the code; it all works the same either way to the players, you know?
>implying there are free, good and open game engines in Go.
C++ was also suggested. I know some guys that could help out with that, if they can get past Wareya's severe autism.
There's nothing wrong with starting, as I don't think there's a huge concurrence yet.
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ajf

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Re: Official PyGG2 Development thread
« Reply #989 on: September 25, 2012, 10:13:39 am »

There is a free and open-source game with a weird name I can't remember that involves blobs that jump around and shoot things. I would probably use whatever engine it uses.

Edit: TEEWORLDS. That's it.

Edit 2: It has shooting, it has physics, it has custom maps, it has two teams, it has CTF. I'm sure it could be adapted to serve gg2's needs.

AND WITHOUT REWRITING THE WHOLE BLOODY THING.

:D
« Last Edit: September 25, 2012, 10:22:00 am by αjf the materiαl girl »
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