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*To*: pygame-users@xxxxxxxx*Subject*: Re: [pygame] Gsoc pygame math*From*: Marcus von Appen <mva@xxxxxxxxxxxx>*Date*: Fri, 20 Mar 2009 10:05:21 +0100*Delivered-to*: archiver@xxxxxxxx*Delivered-to*: pygame-users-outgoing@xxxxxxxx*Delivered-to*: pygame-users@xxxxxxxx*Delivery-date*: Fri, 20 Mar 2009 05:04:41 -0400*In-reply-to*: <BAY125-W47DFA5D2ED0175F5D2CBC3F1970@xxxxxxx>*Mail-followup-to*: pygame-users@xxxxxxxx*References*: <20090319144045.DB90614098EB@xxxxxxxxxxxxxx> <789aac5a0903191032v6612eb7boafd9de631ea0b501@xxxxxxxxxxxxxx> <20090319181253.GA36936@xxxxxxxxxxxxxxxxxxx> <BAY125-W47DFA5D2ED0175F5D2CBC3F1970@xxxxxxx>*Reply-to*: pygame-users@xxxxxxxx*Sender*: owner-pygame-users@xxxxxxxx*User-agent*: Mutt/1.5.19 (2009-01-05)

On, Fri Mar 20, 2009, Jason Gevargizian wrote: > > Anyway, what do you expect out of such a library. In other words, > beyond 2d vector math what do you think it should encompass. Especially in conjunction with the "Easy software 3D" project, it would be nice to have some 3D to 2D transformations (and back, of course). This would allow one to simulate 3D on a 2D plane quite easily or integrate 3D objects with correct 2D mappings (which could add some very cool effect features for 2D games). So the focus would be on 2D first. Once anything's in there one could create basic 3D and maybe 4D elements (vectors, matrices, ...) and add well-performing transformation hooks to allow a fast mapping. For the 2D part, one will also have to integrate anything nicely into the existing system. This means, each method and object that accepts point tuples should be able to accept 2D vectors, for example. http://www.euclideanspace.com/maths/index.htm contains a lot of additional information and formulas, one can rely on. Regards Marcus

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**References**:**[pygame] Gsoc pygame math***From:*John Robinson

**Re: [pygame] Gsoc pygame math***From:*Iuri

**Re: [pygame] Gsoc pygame math***From:*Marcus von Appen

**RE: [pygame] Gsoc pygame math***From:*Jason Gevargizian

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