Compiling for G3 on OS X 10.5
2008-04-18 00:03:46
It took me a long time to figure this out. By default gcc on Leopard compiles for OS X 10.5 only. When cross-compiling to PowerPC, the default target is actually certain G4 models. The magic options for G3's and OS X 10.3.9 (it looks like you can't compile for earlier versions any more) and later: -arch ppc -isysroot /Developer/SDKs/MacOSX10.4u.sdk -mmacosx-version-min=10.3.9 -force_cpusubtype_ALL (both linker and compiler). Use otool -hv xyz.dylib to check that a Mach-O file is for the target you expect ("ppc" not "ppc7740" etc), and lipo -info xyz.dylib to check the contents of a universal binary.comment
pyglet download statistics
2008-03-23 22:44:21
I felt charty this evening, and this is what happened: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.