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PyWeek as Py48

For the pyweek11 i wasn't sure if i should register because i thought it might be hard to find time to complete a game. After a lot of thought I did register. Just before the contest started, I had to work a little extra at the office, get some stuff done as a result I lost the first 2 days of the pyweek. Just when i thought i had the rest of the week (5days) for completing.. i was required/requested to travel. So i quickly decided on a simple game mechanic that i wanted to implement and started working on " StarDust ". Just after 2 days of work on the game, it looks pretty good. Im' glad i settled for a simple game mechanic and concentrated on getting the things work right. Im' really amazed that i could complete this game in just 2 days. Oh well just have a look and see for your self :D Game Features: Achievements tracking High Score tracking Beautifully animated Patterns for waves of stars. Simple Mouse based Controls. Editor to create new Patterns (easy to lo...

Updating Plugins from Blender4.9 to Blender5.3

Blender5.3 is the new beta version of the awesome 3d authoring tool. I've been skeptical about using it as it had changed some of the shortcut keys etc. I didn't want to make the jump to Blender5.3 yet but after taking a look at the latest version i was impressed by the ui changes. I decided that it would be nice to switch to 5.3 and try it out for creating art assets during the upcoming pyweek. So i started playing around with blender5.3 creating simple models, animations etc and decided that its' time to start porting the anim3d . The moment i started looking at the export scripts for other formats, all hell broke loose.. i was confused disoriented and frustrated with the lack of proper documentation for getting the information i needed to spit out the 3danim format that i designed. That is when i looked at the " python code sniplets " just a glance at this book and i was able to move ahead a lot in coding the exporter script. Right now only the key frame verti...

New patches for Old Code

If you have tried using Pencil with mouse on your pc, you will have discovered that the pan and zoom features are not accessible in an intuitive way.. i.e they are not the same as you see on gimp or any other image editor. "ctrl + wheel up" = zoom in "ctrl + wheel down" = zoom out "middle button + drag" = pan So ive' made a patch to fix this problem. I also made a patch to fix the compilation issues on linux + some bugs in the old_code branch for Pencil. You can access these patches here: Pan and Zoom with mouse Bug Fix, Build Fix

Patch for Pencil

If you have read my previous post you already know what Pencil is all about. When i saw that it was developed in Qt I got really interested in having a look at the source code. Lucky for me the source code was pretty clean and since i already have good experience with Qt I was able to figure out the bits and pieces. So one of the Items on user requested features was "duplicate frames" As this is a traditional drawing software, drawing frames which are pretty close to each other is very common and duplicating the frames feature helps a lot in reducing the time for completing the task at hand. So I thought it would be a nice feature to implement. Im' done with the code, iv'e tested it and to the best of my knowledge it works well. So if you want to try it out grab the source code patch from here Ps: this patch is to be applied on the source code available in the trunk. I've not put a good icon for the operation yet. This is how it looks right now... And just fo...

Pencil

I've been trying to do traditional animation based on the tutorials at http://www.karmatoons.com/drawing/drawing.htm All was fine but i wondered if there was a software which would help me make the animation on the computer just like i would do on a sheet of paper. One google and 5 minutes later.. i found http://pencil-animation.org/ a slick lightweight tool for making animations. I've been tinkering around with the software and have made a couple of small animations. Btw.. you can create a gif from a sequence of images using convert command. "convert -adjoin animcyl00?.jpg cylinder.gif" where.. animcyl00?.jpg refers to the image sequence and cylinder.gif is the output file.

Yet Another Discovery (OpenGL2.0)

Adrian has been receiving a face lift with fancy glsl opengl stuff. Now I've seen good number of problems with using the GLSL shaders. But what i found today was a little more annoying. So today i thought i'd update the display drivers to a latest version because its' been a while and it's always good to have the latest ones... because all the other users might be using them. Now Adrian which was working fine starting showing a colored screen instead of the actual game, I was shocked because i haven't changed anything but a working code stopped working now. Apparently iv'e assumed something that i shouldn't have.. see.. the vertex shader that we use has a line which goes something like this: gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; This looks fine.. if we dont' set the texture matrix, it should ideally be and identity matrix .. or so i thought. Any way... Now .. after digging through all the code.. making modifications everywhere i coul...

OpenGL2.0

I know OpenGL2.0 has been out for a while now and i have been developing small example programs for learning purpose, But I've been putting off developing using OpenGL2.0 (GLSL) etc because I wasn't sure if people would be able to play them because of hardware issues. I wanted to develop a game which used OpenGL2.0 features. I wanted to try it out for Last PyWeek but most of the people participating did not have compatible graphics hardware so i scraped that idea. But after having looked at a couple of game engine related blog posts at http://blog.wolfire.com/ , I decided i have to write a game with Graphics Engine using GLSL shaders. So Instead of writing from scratch, I thought it would be best if I tried out on an already developed game and "Adrian" was the obvious choice. We have been updating the game since last year during our free time (yes.... this isn't a solo effort... ) and so updating graphics engine came up. I wanted to start small and ...