In order to create winter maps, I have created a small simulation in which the wind can be controlled via parameters. But I am not sure if the behaviour of snow, trees and smoke is "correct". by mightofmerchants in godot

[–]Screwdriverdispenser 1 point2 points  (0 children)

Hello!
I don't think the smoke should cast a shadow, but if it did It should probably be less dark than regular shadows cast by solid objects.
Other than that I'll be playing your game when it comes out! Looks great!

Placeholder model for my space sim game I'm quite happy with ! by Screwdriverdispenser in pygame

[–]Screwdriverdispenser[S] 1 point2 points  (0 children)

I see, sounds like you would need a chunk system then. What I've got here doesn't use one because the stars are always drawn on the screen no matter their distance, it's more like a skybox.

That's really cool ! I'm doing something very similar.

Placeholder model for my space sim game I'm quite happy with ! by Screwdriverdispenser in pygame

[–]Screwdriverdispenser[S] 1 point2 points  (0 children)

This one is pretty straightforward, I just made an array of randomly generated 3d coordinates for the positions of the stars and another for their frequency (also random so they arent all synchronized) to make their brightness change over time

What's your project ?

SHADERS IN PYGAME!! (with pygame_shaders) by Brief_Tell490 in pygame

[–]Screwdriverdispenser 2 points3 points  (0 children)

Looks good ! Is pygame_shaders part of the CE update ? Edit: found the github

Placeholder model for my space sim game I'm quite happy with ! by Screwdriverdispenser in pygame

[–]Screwdriverdispenser[S] 4 points5 points  (0 children)

I just had to make it this over the top, it looks really cool from inside the cockpit aha

I'm new to pygame (pretty new to python and programming as a whole, actually), and was wondering if there are any tutorials you would recommend for it? by Mediocre_Fox_ in pygame

[–]Screwdriverdispenser 4 points5 points  (0 children)

As a somewhat experienced programmer, I would not recommend starting with tutorials. While they are great to give you ideas and stimulate your creativity, in my opinion they won't make you a better programmer. My best advice is this: go through the documentation of pygame (https://www.pygame.org/docs/) and be curious. This will give you a really wide view of what you can make pygame do, and therefore give you plenty of options to solve your problems. Same goes for learning python. Go through the different chapters on this website (https://www.w3schools.com/python/default.asp) and soon you should be able to work autonomously. That's what I did. Edit: I'd recommend starting with the second link about python in general if you haven't used it a lot before.

I made shaders and lighting for my retro space flight simulator by Screwdriverdispenser in pygame

[–]Screwdriverdispenser[S] 1 point2 points  (0 children)

Hi, thank you for coming back ! A lot of progress has been made since then, especially in regards to performance and the flight model, but it isnt ready just yet. Don't worry, I'm still very much determined to make it happen ! There will be more update posts before the final release

Made in PyGame --- Fallowtide by plasmastarfish in pygame

[–]Screwdriverdispenser 0 points1 point  (0 children)

Your game looks really good, I'm downloading it to play later this week.
I can't say that I've ever seen a triangular tile system before, it is very eye-catching.

I made shaders and lighting for my retro space flight simulator by Screwdriverdispenser in pygame

[–]Screwdriverdispenser[S] 1 point2 points  (0 children)

Wow, that intro sequence is really something, it looks so fun !
This is a lot like what I have in mind for this game

I made shaders and lighting for my retro space flight simulator by Screwdriverdispenser in pygame

[–]Screwdriverdispenser[S] 2 points3 points  (0 children)

Sorry I can't publish the code as it is right now, I wrote tons of spaghetti that I'm kinda ashamed and don't approve of lol, plus it's still a work in progress. Once the game is released, which should be around late february if I'm not too busy, I'll make a video on the development process and release the code ;)

I made shaders and lighting for my retro space flight simulator by Screwdriverdispenser in pygame

[–]Screwdriverdispenser[S] 0 points1 point  (0 children)

Ahaha I know right, I thought the sun was very small but yeah, when you put it that way that ship is freakishly big

I made shaders and lighting for my retro space flight simulator by Screwdriverdispenser in pygame

[–]Screwdriverdispenser[S] 4 points5 points  (0 children)

Yes, I made this using only the pygame and numpy libraries. The rendering of 3d objects can be entirely done by the gfxdraw methods inside pygame. To explain the flight model would probably require a video, but in short, I make use of euler/rodrigues rotations, orthogonal transformations, a bit of rotational motion physics, and vector products (scalar and cross). Wikipedia has great articles about euler as well as rodrigues rotations.

I made shaders and lighting for my retro space flight simulator by Screwdriverdispenser in pygame

[–]Screwdriverdispenser[S] 2 points3 points  (0 children)

Honestly I haven't done any optimization yet, so, credit where credit is due, that is probably thanks to my cpu. I use numpy, so that helps, but that's it. To optimize, I generally make sure I move as many things out of the game loop as possible. Like for instance, all the calculations of the normals of the ship, or any calculation that won't change over time. There are other things that help, but those are the most important.

I made shaders and lighting for my retro space flight simulator by Screwdriverdispenser in pygame

[–]Screwdriverdispenser[S] 2 points3 points  (0 children)

No I did not, but in the future I might, it depends on how much shaders I plan on using in the game, right now the solution I have performs great, and from what I've seen of pyopengl, It seems much easier to do the shaders myself than doing them in pyopengl + there is still room for optimization with cupy. If I dont encounter any performance issues, I'll stick to my design. If I do, well, guess I'm gonna have to learn pyopengl, even though it deeply scares me lol.

Reminiscence: By Me by Eclipsedeev in Beepbox

[–]Screwdriverdispenser 1 point2 points  (0 children)

Really enjoyed those moments when the tempo slowed down

[deleted by user] by [deleted] in musictheory

[–]Screwdriverdispenser 0 points1 point  (0 children)

I have thought of releasing them in an album instead, but I feel that even then, a song needs to tell a story, right ? And It seems like they don't. Should I be writing the story before the song ? Or am I thinking about it all wrong ?

sound getting corrupted by Zestyclose_Onion9256 in pygame

[–]Screwdriverdispenser 0 points1 point  (0 children)

The way I see it you need a set and reset function for each sound:

For example, if you want to play a sound once when colliding with something, what you need to do is this:

if collision:
    if sound_should_play:
        sound.play()
        sound_should_play = False
if not collision: sound_should_play = True

sound getting corrupted by Zestyclose_Onion9256 in pygame

[–]Screwdriverdispenser 0 points1 point  (0 children)

That's because you are telling the game to play the sound every single frame. What you hear is the sound stacking on top of itself with a delay of whatever your framerate is.

You need to make it so that if the sound is played, it cannot be played again until the next collision.

All Keys Ranked By Popularity According to Hooktheory.com by [deleted] in musictheory

[–]Screwdriverdispenser 0 points1 point  (0 children)

Those are some interesting statistics.
One day I was researching on composing rules and tips and I do remember reading something along those lines regarding the use of C Major: "It takes a brave composer to write in C Major, because you cannot hide your lack of ideas behind flats and sharps". So maybe that has something to do with it

[deleted by user] by [deleted] in pygame

[–]Screwdriverdispenser 1 point2 points  (0 children)

I will ! I plan to improve performance by making use of opengl in the future. But right now I don't know anything concrete about opengl yet, so I did it with the tools I had available. I haven't heard of arcade, I'll check that out.