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Author Topic: Official PyGG2 Development thread  (Read 37379 times)
notajf
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« Reply #765 on: May 07, 2012, 11:18:36 am »

https://github.com/PyGG2/PyGG2/graphs/contributors
this is easier to look at for our few people
Huh, apparently Orpheon is most active. Makes sense.
Actually, NC would have more if he didn't do it from separate accounts or something. I'm more of a long-distance runner here, also I'm the only person that was on the project from start to now.
Wasn't I here at the start? Well, close to it...
You made a rather large pause in the middle  hehe
Yes. Back then it wasn't fun developing for PyGG2, it was a messy piece of shit that couldn't do anything right.
I think we might be nearing one of the reasons why you never finish stuff....


...
Haha. No. Main reason I never finish stuff is I get distracted by other ideas. But I do return to old projects. I recently fixed an issue in SMOKE and open-sourced it.
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Port
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« Reply #766 on: May 12, 2012, 10:13:24 am »

This networking is really akward (or the physics code is). I randomly get "teleported" around (not huge random changes in position, just slightly, for example to the layer of stairs beneath the current one) the map.
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Orpheon
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« Reply #767 on: May 12, 2012, 03:25:04 pm »

This networking is really akward (or the physics code is). I randomly get "teleported" around (not huge random changes in position, just slightly, for example to the layer of stairs beneath the current one) the map.
That's a problem with the compensation that I haven't fixed yet. I know.
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Orpheon
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« Reply #768 on: June 14, 2012, 04:23:04 pm »

REVIVAL

We found a solution to the pygrafix problem. It's called pySFML, and it's based off the pretty good C++ graphics lib SFML.
SFML works through almost pure OpenGL, and pySFML uses Cython, so speed is similar to pygrafix, but it's actively getting developed, is based on a pretty mature library and has a nice API.

Because proof of concept is needed, I and NAGN already started working on it here.
Screenshot after 1.5 hours work (including compiling pySFML):





Also, I should mention that the collision code, presumably the stair code of Jaxof07, is buggy and sometimes causes teleports.
« Last Edit: June 14, 2012, 04:26:29 pm by Orpheon » Logged

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« Reply #769 on: June 14, 2012, 06:10:58 pm »

huzzah!
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Port
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« Reply #770 on: June 15, 2012, 01:17:57 am »

Woo, something is happening.
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Phantom Brave
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« Reply #771 on: June 15, 2012, 09:50:36 am »

so where on earth did my word wrap code go
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Orpheon
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« Reply #772 on: June 15, 2012, 12:31:20 pm »

so where on earth did my word wrap code go
Nowhere. Where did you expect it to go? There already exists a GML implementation, and no Python console.
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« Reply #773 on: June 15, 2012, 06:48:10 pm »

I can't find a link to it anymore ;_;
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Machidro
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« Reply #774 on: June 15, 2012, 09:55:35 pm »

Check your downloads folder, if you wrote the code and shared it through a file locker, you may still have it.

After that, check your recycling bin, maybe you threw it away.
« Last Edit: June 15, 2012, 09:55:58 pm by Gardicolo » Logged

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Phantom Brave
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« Reply #775 on: June 15, 2012, 10:05:54 pm »

why would I used a file locker for code
why would I code python on windows
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Orpheon
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« Reply #776 on: June 16, 2012, 04:21:06 am »

Ubuntu has a Trash too.
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« Reply #777 on: June 16, 2012, 08:09:55 am »

Quote
<Orpheon> I just found out an incredibly annoying networking bug
<maciej01> hmm derpy is on?
<maciej01> what bug?
<Orpheon> that was confusing me to no end
<Orpheon> pygg2 syncs states every so often
<Orpheon> game states
<Orpheon> to do that, it just fast-fires states and the client decides whether this state is advanced enough
<maciej01> oh
<Orpheon> so the client only takes the newest state
<Orpheon> now
<Orpheon> I synced the time
<Orpheon> which is a float
<Orpheon> as an int
<Orpheon> which means the client only accepted a new state every second
<Orpheon> urg
« Last Edit: June 16, 2012, 08:12:57 am by Orpheon » Logged

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« Reply #778 on: June 16, 2012, 09:15:39 am »

only seems comical from the perspective of one who isn't scrambling to fix it
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« Reply #779 on: June 16, 2012, 12:44:55 pm »

Quick question. what if the game goes on for so long that the int overflows? what happens then?
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