partiallydisassembled.net

pyglet download statistics

2008-03-23 22:44:21

I felt charty this evening, and this is what happened: That's a breakdown by release and distribution of pyglet, from 1.0 alpha 1 through to 1.1 alpha 1 (alpha 2, released hours ago, doesn't yet rate on this chart). Interesting to note: the eggs are popular for release, but not development. The only reason they're featured in 1.0 alpha 1 is that they were actually linked from the download page then. (Now people are only likely to grab an egg if they're using easy_install from the command line). The Windows installer is quite the popular, which makes me glad I spent so much time on it. (I'm not making installers available for 1.1 alpha releases). Here are the download stats for the packages including documentation/examples. Looks to me like the number of developers isn't really increasing, but perhaps those developers are testing on more machines, and perhaps there are some runtime installations being made on non-developer machines. Or maybe there are more developers but they're happy to use old or online documentation. There are currently 271 pyglet-users members (or 269, depending on which counter on the same page you read).

Play with your peas

2008-02-12 23:40:29

Danc of Lost Garden has posted a new game challenge that includes a design and sprites. Under the cover of "testing the latest pyglet features" (but really for the hell of it) I made a quick stab at it last night and today. You can play with peas-1.zip, you'll need pyglet trunk r1760. It's nothing like complete: you can place and remove blocks, and the peas will A* themselves up to the higest point and "ninja" themselves off it; but the scoring, flag raising and deathliness is missing. The physics seems quite stable (using Verlet integration with a fixed timestep), but the contact constraints on the corners are doubled, which is why the peas seem to gain energy when bouncing off walls. I made a botch of the AI movement: every specific combination of blocks that can be moved between has to be listed (e.g., left side of standard block to top side of left ramp, ...). I didn't get around to listing them all, so the peas will refuse to move around certain objects that seem trivial. If you just place standard blocks they'll do fine. I would rewrite this to something a bit cleverer if I was going to continue any further... ...which I don't think I will. These peas are cute, but I don't think the game is going to turn out all that great, relative to the effort required to fix up the AI and physics. I was able to pick up a few pyglet bugs writing this. The sprite module seems (now) pretty solid and absolutely useful for this kind of game -- I didn't need to use pyglet.gl at all.

7

2008-01-19 23:50:53

I think it's great that channel 7 chooses to simulcast the tennis on all five of their digital channels, rather than running the scheduled movie. Just like watching someone else play that Wii game.

Mithro writes:

Yay for digital TV! </sarcasim>

delta-v update

2008-01-15 01:36:10

I ported delta-v to pyglet 1.0 beta 3, and also took the opportunity to fix some gameplay issues: * Baddies now die when shot, rather than just being pushed away. * The field of view is reduced. * There is a more obvious visual indicator when the player is hurt. * Player's health is gradually restored continually. * Motion blur is greatly reduced. * Survival mode score resets to zero before each attempt. This makes the game far less frustrating.

Richard writes:

Still quite a cool game. Could do with some sound FX :)

Son of follower of lines

2008-01-01 23:44:41

Much improved, as predicted. I ripped up the front of the tribot and replaced the jaws with an articulated light sensor, which can sweep +/- around 60 degrees from center. It took quite a while to figure out how to gear it and get everything solid enough; all these new-fangled lego pieces I've not seen before. This is what it does: It's much faster than the last one -- when it gets it right, it can work out the curvature of the line and steer exactly along it. When it loses the line, it backtracks a little to find it. At the end of the video you can see the sensor can't pick up the sharp turn in the line and the robot drives off into oblivion (more work required). On the programming side of things, I'm getting more used to the NXT environment. I used two threads: one to control the sensor motor and one for the drive motors. They communicate through two semaphores: the angle of the sensor motor, and a flag that gets raised when the sensor has lost the line. It probably would be feasible to do it in a single run-loop, albeit with more state variables, and the NXT tool has fits with two many nested conditionals (it also has fits about most other things, to be fair). I find I have to change the tolerances of the light/dark sensing very carefully to avoid incorrect readings. I have to adjust these tolerances throughout the day, by trial and error, due to the change in ambient light. I still haven't had any luck with the calibration. Here's the source code; this time I've added some annotations that might give a feel for what it's all about. Note that this is the only view of the program you're given, and it can't be zoomed out (nor are there scrollbars...).

Richard writes:

How many light sensors can you have?

Alex writes:

The NXT can take 4 sensors, but it only comes with 1 light sensor. It can also do bluetooth, so presumably you could expand it like crazy given the money + willpower + blessing of the programming gods.
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