pursuedpybear
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A python game engine.
Split the simulation and render loops between threads and/or processes. Inside the simulation loop, the "renderer" builds a compositing data structure that we serialize and send to the real renderer...
Regarding a conversation between myself and @AstraLuma, we discussed a more robust methodology for allowing PPB to be run by external event loops. One of the things we should test...
Because SDL rendering is synchronous (and likely to remain so), we should look into rendering in a thread. 1. Benchmark the current renderer, see how much time is spent each...
One of the things we've been kicking around is PPB in the browser, because you absolutely cannot beat the browser-based distribution model. Both [pyodide](https://github.com/iodide-project/pyodide) and [brython](https://github.com/brython-dev/brython) look active, current, and...
If colors are given as a float, things crash: ``` Traceback (most recent call last): File "viztests/text.py", line 29, in ppb.run(starting_scene=TextScene) File "/home/astraluma/src/ppb/pursuedpybear/ppb/__init__.py", line 73, in run eng.run() File "/home/astraluma/src/ppb/pursuedpybear/ppb/engine.py",...
Just merged in the Loading screen (#336). It works awesome, we need some documentation: - [x] Page in the API docs. (This should just need an RST added.) - [...
We should support gamepads. * [SDL docs](https://wiki.libsdl.org/CategoryGameController) * [MDN on gamepad api](https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API) This should include: * Normalization of layout (SDL: [GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB)) * Hotplug support * Metadata about button labels *...
Add an additional keyword argument to the shape primitives that allows for an alpha channel, letting them be translucent.
Build a cookbook entry explaining how to load arbitrary scenes using argparse and a dictionary.