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PyWeek - end in sightLots of work done today but not so much to show for it. Most of it was spent rearranging code, refactoring and optimising. Moving the collision, response, game-logic and drawing code all into separate components not only saves my sanity, it boosts framerate from 10fps to around 20 for a typical scenario. A more robust user interface is in place now, so selecting a tool, dragging & rotating it and having all the collision models update is working pretty solidly. Getting the rest of the tools in should be a snap. The screenshot here shows the level editor (the blue collision boundaries are editable). Also in the screenshot is a flower, somewhat droopy.. indicating it's not receiving quite enough water. Still a mammoth amount of work to be done.. hopefully a tad under 24 hours' worth :-) — alex on 2006/03/31 16:08 of Nelly's Rooftop Garden Comments: (log in to comment) |
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By alex on 2006/03/31 16:22:
Just uploaded a demo if anyone wants to try it out. Requires pygame & pyopengl. Would be interested in the framerates people get (printed to stdout) on different hardware. Mine is around 20fps on 2.2ghz, 6600GT.By andrew_j_w on 2006/03/31 16:46:
I get 15fps on my 3200+ AMD64 machine with a Geforce FX 5200 Ultra. Cool interface :-)By richard on 2006/03/31 22:17:
That's really very cool :)FYI it runs at 22FPS when fully loaded on my 7800GT, AMD64 3500+/2.2GHz