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Re: [pygame] getting setup to use PyOpenGL for 2D
On Tue, 2005-11-29 at 13:46 +0100, altern wrote:
> consider that once you have set up some classes or modules with
> functions to handle the basic stuff you dont have to deal that much with
> opengl anymore. My aproach to learn 2D pyopenGL was to create a very
> basic module with a set of functions to draw lines, circles, rects and
> the basic to open a window and handle the events.
> Slowly you can make it more complex, learning on the process. It is
> quite a good exercise i would say. But i was lucky to be able to attend
> a basic introduction to OpenGL in C that helped me getting some very
> basic understanding of how it works.
I have problem with the basicness here. My game is in pre-alpha state
now, almost every of its functional piece working well except per-pixel
alpha and performance.
For me it's a quite late to rewrite the whole rendering engine in SiGL,
or in your stuff.
However it looks like I haven't got other choice if I want to release my
game in my lifetime and get slick performance. On my homepage you can
find a screenshot taken from the game. It's under 'My free software
projects->TankCity'. It's a little outdated, the game is almost working.
Todo is the AI and sound.
--
DÃme
Home: http://dgyimesi.uw.hu