All the tutorials want you to use the interface builder and not create the GUI by code which is what I want as I want to build the window in my own library to be used by python.
I'm struggling to understand how to use Objective-C with python. PyObjC helps me very little.
I'm struggling to understand how to use Objective-C with python. PyObjC helps me very little.

Jedi Consular


I'm not really too used to Python, but I'm used to integrating code ( usually JAVA with C and Lisp with C ) . So if you give me some time I'll get back to you, but I need to know a little more about what exactly are you trying to do.
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Have you used Objective-C then?
The main problem is the fact all Cocoa tutorials do not explain classes such as NSApplication and NSWindow because the interface builder with Xcode makes the code automatically.
Finding out how to use these Cocoa classes will be a little hard but the hardest part of all is knowing how to integrate python.
I made a help question on here - http://stackoverflow.com/questions/3171 ... -in-python
The main problem is the fact all Cocoa tutorials do not explain classes such as NSApplication and NSWindow because the interface builder with Xcode makes the code automatically.
Finding out how to use these Cocoa classes will be a little hard but the hardest part of all is knowing how to integrate python.
I made a help question on here - http://stackoverflow.com/questions/3171 ... -in-python

Jedi Consular


Yes, I am familiar with objective-C. Alright I'll look into it.
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Thank you for your time. If you are interested in helping develop my game anymore I have some information here - http://www.python-forum.org/pythonforum ... =8&t=19102
You should have a requirements section so people know exactly what they are supposed to already know to help on the project.Matthew wrote:Thank you for your time. If you are interested in helping develop my game anymore I have some information here - http://www.python-forum.org/pythonforum ... =8&t=19102
Then Cocoa would be confusing...Matthew wrote:All the tutorials want you to use the interface builder and not create the GUI by code which is what I want as I want to build the window in my own library to be used by python.
I'm struggling to understand how to use Objective-C with python. PyObjC helps me very little.

"What I need is someone or some people who will know how to use OpenGL with python and/or C++ and can improve the performance and quality of the game and graphics to a reasonable level. I will welcome any help on any part of what needs doing. You don't have to understand all of it."
I have many parts which don't require knowledge of the other parts so people could know just C++ or they may know OpenGL on top of it. Knowledge of Python helps with code conversions.
I have many parts which don't require knowledge of the other parts so people could know just C++ or they may know OpenGL on top of it. Knowledge of Python helps with code conversions.

Jedi Consular


Ok. I'm confused. You need it to work with C++ or objective C? If C++, that works out better for me, because I'm more familiar. btw Your screenshots and backup, I can't seem to access on that forum.
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That's because one of my domains has been suspended unfortunately. It will hopefully be up again soon.
The Objective-C addition is a new requirement because I realised the pyglet library is rubbish. The stackoverflow question describes the problem.
For the C++ code, that will be used for the OpenGL and increasing performance on certain parts of the game. Python is quite slow. An example is my AI loop. That could be recoded in C++. If you'd be interested in doing something like that, then I'd be delighted.
If you want the very latest code I can give it to you to look through.
Absolutely any part could be rewritten in C++. It will make it faster, so it's beneficial. The main slow areas apart from the OpenGL which I have explained to be problematic is the AI and the Anaconda game which uses a lot of trigonometry. There are many functions in the scalelib.py and main.py files which use a lot of mathematics and could easily be converted to C++ for speed. Eg. I have a functions for finding the intersection of vectors and linear equations.
If you want to look at these functions, then just tell me to give you the code. Then you can tell me if you'd be interested in reproducing them in C++.
At the moment (I have no FTP because of the domain problem) the best method of transferring the latest files is by email.
The Objective-C addition is a new requirement because I realised the pyglet library is rubbish. The stackoverflow question describes the problem.
For the C++ code, that will be used for the OpenGL and increasing performance on certain parts of the game. Python is quite slow. An example is my AI loop. That could be recoded in C++. If you'd be interested in doing something like that, then I'd be delighted.
If you want the very latest code I can give it to you to look through.
Absolutely any part could be rewritten in C++. It will make it faster, so it's beneficial. The main slow areas apart from the OpenGL which I have explained to be problematic is the AI and the Anaconda game which uses a lot of trigonometry. There are many functions in the scalelib.py and main.py files which use a lot of mathematics and could easily be converted to C++ for speed. Eg. I have a functions for finding the intersection of vectors and linear equations.
If you want to look at these functions, then just tell me to give you the code. Then you can tell me if you'd be interested in reproducing them in C++.
At the moment (I have no FTP because of the domain problem) the best method of transferring the latest files is by email.

Jedi Consular


Alright. I'll see if I can port it over just send me the code and mark the files that you would like to be ported into C++. I'd be interested in seeing what you're trying to do. I'll send my business email in pm
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Do you think OpenGL and GLUT would be sufficient to create a simple game? Also, how would I set it up? (using C++)


Jedi Consular


OpenGL is definitely sufficient. It's one of the fastest graphic libraries available
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You still require a music library and GLUT is not good at many things. It's limited and doesn't have good fullscreen/window switching because it clears the OpenGL context each time you switch between the modes.Scott wrote:Do you think OpenGL and GLUT would be sufficient to create a simple game? Also, how would I set it up? (using C++)
Tutorials want people to use "intermediate" drawing methods with glBegin and glEnd. Do not use this because it's deprecated and inefficient. You should use display lists or vertex buffer objects. VBOs are the best way apparently.

Jedi Consular


Well I must admit when it comes to knowledge of rendering. I'm a little course to say the least, but I can talk to one of my team members, who is very good at it if you'd like.
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I don't need an audio library cause I'm just screwing around for now. I'm also not too worried about advanced techniques or anything to particular. I just want to try to do a very simple game that would take mouse and keyboard inputs. Nothing fancy though. I have no idea how to being using OpenGL and GLUT though.
