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  • Aug 19, 2009
    issue 3 (3d simplex noise produces unscaled values) commented on by Alec.Deason   -   Thanks for putting the library out there. Beats the hell out of my pure python implementation.
    Thanks for putting the library out there. Beats the hell out of my pure python implementation.
  • Aug 19, 2009
    issue 3 (3d simplex noise produces unscaled values) changed by casey.duncan   -   Will look into this, thanks!
    Status: Accepted
    Owner: casey.duncan
    Will look into this, thanks!
    Status: Accepted
    Owner: casey.duncan
  • Aug 14, 2009
    issue 3 (3d simplex noise produces unscaled values) reported by Alec.Deason   -   What steps will reproduce the problem? >>> import noise >>> noise.snoise3(1,1,1,2) -24867311190016.0 What is the expected output? What do you see instead? I would expect the result to be between 0 and 1 like the other noise functions. This is only a problem when using more than one octave. What version of the product are you using? On what operating system? noise-1.0b3 on Gentoo Please provide any additional information below. A patch for _simplex.c is attached
    What steps will reproduce the problem? >>> import noise >>> noise.snoise3(1,1,1,2) -24867311190016.0 What is the expected output? What do you see instead? I would expect the result to be between 0 and 1 like the other noise functions. This is only a problem when using more than one octave. What version of the product are you using? On what operating system? noise-1.0b3 on Gentoo Please provide any additional information below. A patch for _simplex.c is attached
  • Jun 16, 2009
    issue 2 (build install on vista) changed by casey.duncan   -   Yes, python requires a compiler (visual studio by default) to compile C libraries on windows. Did you try the noise binary for windows available here? http://caseman.googlecode.com/files/noise-1.0b3.win32-py2.6.exe It does require python 2.6, which happens to be much easier for compiling libs on windows than 2.5 was.
    Status: Accepted
    Owner: casey.duncan
    Labels: OpSys-Windows
    Yes, python requires a compiler (visual studio by default) to compile C libraries on windows. Did you try the noise binary for windows available here? http://caseman.googlecode.com/files/noise-1.0b3.win32-py2.6.exe It does require python 2.6, which happens to be much easier for compiling libs on windows than 2.5 was.
    Status: Accepted
    Owner: casey.duncan
    Labels: OpSys-Windows
  • Jun 15, 2009
    issue 2 (build install on vista) commented on by pinkwerks   -   Actually here is the full error: pink@ganj ~/noise-1.0b3 $ python setup.py install running install running build running build_py running build_ext building 'noise._simplex' extension error: Unable to find vcvarsall.bat
    Actually here is the full error: pink@ganj ~/noise-1.0b3 $ python setup.py install running install running build running build_py running build_ext building 'noise._simplex' extension error: Unable to find vcvarsall.bat
  • Jun 15, 2009
    issue 2 (build install on vista) reported by pinkwerks   -   What steps will reproduce the problem? 1. python setup.py install What is the expected output? What do you see instead? I'd expect the package to install to my c:\Python26 packages dir. What version of the product are you using? On what operating system? 1.0b3 Please provide any additional information below. Hi I've downloaded your noise and tried to install it via `python setup.py install` and get an error 'error: Unable to find vcvarsall.bat'. After a bit of googling I'm under the impression i need visual studio installed for that bat file. Is visual studio required for install? Can I install just the python part without the C libraries? thanks!
    What steps will reproduce the problem? 1. python setup.py install What is the expected output? What do you see instead? I'd expect the package to install to my c:\Python26 packages dir. What version of the product are you using? On what operating system? 1.0b3 Please provide any additional information below. Hi I've downloaded your noise and tried to install it via `python setup.py install` and get an error 'error: Unable to find vcvarsall.bat'. After a bit of googling I'm under the impression i need visual studio installed for that bat file. Is visual studio required for install? Can I install just the python part without the C libraries? thanks!
  • Mar 24, 2009
    r533 (Slides for pygamesf lepton c coding talk ) committed by casey.duncan   -   Slides for pygamesf lepton c coding talk
    Slides for pygamesf lepton c coding talk
  • Jan 31, 2009
    noise-1.0b3.win32-py2.6.exe (noise package for Python 1.0b3 Windows binary) file uploaded by casey.duncan   -  
    Labels: Featured Type-Installer OpSys-Windows
    Labels: Featured Type-Installer OpSys-Windows
  • Jan 28, 2009
    noise-1.0b3.tar.gz (noise package for python v1.0b3) file uploaded by casey.duncan   -  
    Labels: Featured Type-Source OpSys-All
    Labels: Featured Type-Source OpSys-All
  • Jan 28, 2009
    r532 (Update setup.py and bump version ) committed by casey.duncan   -   Update setup.py and bump version
    Update setup.py and bump version
  • Jan 28, 2009
    r531 (- Code adjustments so it will compile with Visual C++. Thank...) committed by casey.duncan   -   - Code adjustments so it will compile with Visual C++. Thanks to Stas Kounitski! - Fix MANIFEST.in so that example texture images are included in the distro
    - Code adjustments so it will compile with Visual C++. Thanks to Stas Kounitski! - Fix MANIFEST.in so that example texture images are included in the distro
  • Jan 25, 2009
    r530 (- obj Model class now supports scaling and edge threshold ad...) committed by casey.duncan   -   - obj Model class now supports scaling and edge threshold adjustment - Utilize new DisplayList class in obj Model, now compile on load by default - DisplayList can now compile on instantiation to simplify user code - Codify the stylized wireframe renderer in a view class - Add a station model and show it off, color and enlarge the planet - Vary scrolling speeds of stars, planet and station to simulate depth
    - obj Model class now supports scaling and edge threshold adjustment - Utilize new DisplayList class in obj Model, now compile on load by default - DisplayList can now compile on instantiation to simplify user code - Codify the stylized wireframe renderer in a view class - Add a station model and show it off, color and enlarge the planet - Vary scrolling speeds of stars, planet and station to simulate depth
  • Jan 23, 2009
    r529 (- Use ortho projection - Add planet to sector with basic mes...) committed by casey.duncan   -   - Use ortho projection - Add planet to sector with basic mesh rendering and shading - Planet and stars scroll at different speeds for depth - Add a DisplayList class for compiling gl commands - Up the framerate ceiling to make things smoother
    - Use ortho projection - Add planet to sector with basic mesh rendering and shading - Planet and stars scroll at different speeds for depth - Add a DisplayList class for compiling gl commands - Up the framerate ceiling to make things smoother
  • Jan 17, 2009
    r528 (Basic game framework and scrolling tactical sector view (onl...) committed by casey.duncan   -   Basic game framework and scrolling tactical sector view (only shows starfield currently)
    Basic game framework and scrolling tactical sector view (only shows starfield currently)
  • Jan 15, 2009
    r527 (Basic background starfield class with texture ) committed by casey.duncan   -   Basic background starfield class with texture
    Basic background starfield class with texture
  • Jan 13, 2009
    r526 (Add some Saturn-style rings ) committed by casey.duncan   -   Add some Saturn-style rings
    Add some Saturn-style rings
  • Jan 12, 2009
    r525 (First-pass vector planet generator and renderer ) committed by casey.duncan   -   First-pass vector planet generator and renderer
    First-pass vector planet generator and renderer
  • Jan 08, 2009
    r524 (Improved draken model ) committed by casey.duncan   -   Improved draken model
    Improved draken model
  • Jan 08, 2009
    r523 (Some basic vector ship models ) committed by casey.duncan   -   Some basic vector ship models
    Some basic vector ship models
  • Jan 08, 2009
    r522 (wavefront .obj parser with edge flag support basic tool to d...) committed by casey.duncan   -   wavefront .obj parser with edge flag support basic tool to draw .objs with a vector-style
    wavefront .obj parser with edge flag support basic tool to draw .objs with a vector-style

Older

  • Dec 14, 2008
    r521 (Compute period when supplying a permutation table to the noi...) committed by casey.duncan   -   Compute period when supplying a permutation table to the noise constructor. Thanks to Mel C
    Compute period when supplying a permutation table to the noise constructor. Thanks to Mel C
  • Oct 23, 2008
    r520 (Add clunkie bot model ) committed by casey.duncan   -   Add clunkie bot model
    Add clunkie bot model
  • Oct 23, 2008
    MechazoidIdeas Wiki page edited by casey.duncan
  • Oct 20, 2008
    MechazoidIdeas Wiki page edited by casey.duncan
  • Oct 20, 2008
    MechazoidIdeas Wiki page edited by casey.duncan
  • Oct 20, 2008
    MechazoidIdeas Wiki page edited by casey.duncan
  • Oct 20, 2008
    MechazoidIdeas Wiki page edited by casey.duncan
  • Oct 20, 2008
    MechazoidIdeas Wiki page edited by casey.duncan
  • Oct 20, 2008
    MechazoidIdeas Wiki page edited by everyman
  • Oct 19, 2008
    r512 (Allow A* to find best path to the best of multiple goals. ) committed by everyman   -   Allow A* to find best path to the best of multiple goals.
    Allow A* to find best path to the best of multiple goals.
  • Oct 18, 2008
    MechazoidIdeas Wiki page edited by casey.duncan
  • Oct 18, 2008
    r510 (Change which tiles are navigable from which others. Diagonal...) committed by everyman   -   Change which tiles are navigable from which others. Diagonal pathing is only allowable when both of the adjacent tiles are as well.
    Change which tiles are navigable from which others. Diagonal pathing is only allowable when both of the adjacent tiles are as well.
  • Oct 17, 2008
    MechazoidIdeas Wiki page edited by everyman
  • Oct 17, 2008
    MechazoidIdeas Wiki page edited by everyman
  • Oct 17, 2008
    MechazoidIdeas Wiki page edited by everyman
  • Oct 15, 2008
    MechazoidIdeas Wiki page edited by casey.duncan
  • Oct 14, 2008
    r505 (- Change map view api a bit to make it easier to instantiate...) committed by casey.duncan   -   - Change map view api a bit to make it easier to instantiate outside of a game (for use by a future map compiler) - Adjust texture coordinates to get rid of vertical seams at chunk boundaries
    - Change map view api a bit to make it easier to instantiate outside of a game (for use by a future map compiler) - Adjust texture coordinates to get rid of vertical seams at chunk boundaries
  • Oct 08, 2008
    r504 (- Major improvement to water edge transition geometry, also ...) committed by casey.duncan   -   - Major improvement to water edge transition geometry, also fix z-fighting issues at water-edge - Add simple subtle water depth animation (simple, cheap, effective) - Clear the window when it's created
    - Major improvement to water edge transition geometry, also fix z-fighting issues at water-edge - Add simple subtle water depth animation (simple, cheap, effective) - Clear the window when it's created
  • Oct 07, 2008
    MechazoidScreenshots (Visual progress of the game) Wiki page added by casey.duncan
  • Oct 06, 2008
    r502 (Mark map chunk vertex lists as static ) committed by casey.duncan   -   Mark map chunk vertex lists as static
    Mark map chunk vertex lists as static
  • Oct 06, 2008
    r501 (- game.state now relays events from the the window so that h...) committed by casey.duncan   -   - game.state now relays events from the the window so that handlers can just be pushed onto game and still receive mouse, keyboard and draw events. Now on the game.state needs to be pushed onto the window - Various tactical handlers are now attributes of game.state rather than TacticalController, which gets around some bootstrapping issues (i.e., game.state does not yet exist when TacticalController is instantiated)
    - game.state now relays events from the the window so that handlers can just be pushed onto game and still receive mouse, keyboard and draw events. Now on the game.state needs to be pushed onto the window - Various tactical handlers are now attributes of game.state rather than TacticalController, which gets around some bootstrapping issues (i.e., game.state does not yet exist when TacticalController is instantiated)
  • Oct 06, 2008
    r500 (Add some more A* tests.) committed by everyman   -   Add some more A* tests.
    Add some more A* tests.
  • Oct 06, 2008
    r499 (Remove dead scroll acceleration code.) committed by everyman   -   Remove dead scroll acceleration code.
    Remove dead scroll acceleration code.
  • Oct 06, 2008
    r498 (- Major refactoring of event handlers to allow for a top-lev...) committed by casey.duncan   -   - Major refactoring of event handlers to allow for a top-level tactical controller handler that takes care of converting incoming generic events to custom tactical event types. This is used to delegate interaction events as well as drawing.I think this model will extend well when we add additional top-level UI views. - Simplify the window class allowing it to be instantiated first - Tactical map view now only draws visible chunks for much better performance. - Stop scrolling at the map edges. - Map origin is now the bottom-left corner instead of the map center. - Fix multiple bugs in talk handler, it was confusing incoming messages with those typed by the player TODO: Come up with a decent event delegation mechanism so that everything doesn't have to be pushed as handlers to both the window and the game state. That works for now, but won't work right when we have other states to deal with.
    - Major refactoring of event handlers to allow for a top-level tactical controller handler that takes care of converting incoming generic events to custom tactical event types. This is used to delegate interaction events as well as drawing.I think this model will extend well when we add additional top-level UI views. - Simplify the window class allowing it to be instantiated first - Tactical map view now only draws visible chunks for much better performance. - Stop scrolling at the map edges. - Map origin is now the bottom-left corner instead of the map center. - Fix multiple bugs in talk handler, it was confusing incoming messages with those typed by the player TODO: Come up with a decent event delegation mechanism so that everything doesn't have to be pushed as handlers to both the window and the game state. That works for now, but won't work right when we have other states to deal with.
  • Oct 05, 2008
    r497 (Delete unused code.) committed by everyman   -   Delete unused code.
    Delete unused code.
  • Oct 04, 2008
    r496 (Refactor A* to use heapq rather than O(n) scan when looking ...) committed by everyman   -   Refactor A* to use heapq rather than O(n) scan when looking for best search node.
    Refactor A* to use heapq rather than O(n) scan when looking for best search node.
  • Oct 04, 2008
    r495 (Fixes to ensure that A* paths are computed the minimal numbe...) committed by everyman   -   Fixes to ensure that A* paths are computed the minimal number of times.
    Fixes to ensure that A* paths are computed the minimal number of times.
  • Oct 04, 2008
    r494 (Added hoverjet unit with laser cannon.) committed by everyman   -   Added hoverjet unit with laser cannon.
    Added hoverjet unit with laser cannon.
  • Oct 04, 2008
    MechazoidIdeas Wiki page edited by everyman
  • Oct 04, 2008
    r492 (Give HQ buildings actual names and allow factions to have mu...) committed by everyman   -   Give HQ buildings actual names and allow factions to have multiple buildings.
    Give HQ buildings actual names and allow factions to have multiple buildings.
 
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