Thanks for your experience.
-David
> I know Python has been used to enhance 3D software programs like Hash Animation
> Master. Are any folks using Python and designing their own 3D object oriented
> programs? Heard tkinter is easiest to set up for the interface for 3D. Would
see
http://pyopengl.sourceforge.net/
pyopengl is a wrapping of opengl and Pygame can setup your context. But so can
tkinter, wxwindows(my favourite) and I think pyqt. (BTW pypopengl has a sister
pyopenglcontext project to set this up for you under various window systems)
pyVTK has a 3D visualisation component but I've not played with it. I imagine
its at a higher abstraction level than raw opengl calls.
Also check out
a 3D model generation program (think autodesk) and burgeoning simple game
prototyper.
and for games, look at the "Blade of Darkness, Severence" demo available on the
net.
B. of D. is similar to how I've used python - high level state setting & data
preprocessing in python but engine stuff in c/c++.
But pyopengl is great for trying things out, and if you get the performance you
need in python, why make life harder with a C straight jacket.
Cheers
BTW Does Hash Animation Master expose an api for 3rd party python access?
> like to hear of some basics, tutorials, books, and suggested places to jump
> off
> and into this.
>
> Thanks for your experience.
>
> -David
--
Lee Morgan
> I know Python has been used to enhance 3D software programs like Hash Animation
> Master. Are any folks using Python and designing their own 3D object oriented
> programs? Heard tkinter is easiest to set up for the interface for 3D. Would
see
http://pyopengl.sourceforge.net/
pyopengl is a wrapping of opengl and Pygame can setup your context. But so can
tkinter, wxwindows(my favourite) and I think pyqt. (BTW pypopengl has a sister
pyopenglcontext project to set this up for you under various window systems)
pyVTK has a 3D visualisation component but I've not played with it. I imagine
its at a higher abstraction level than raw opengl calls.
Also check out
a 3D model generation program (think autodesk) and burgeoning simple game
prototyper. (has a python interface)
and for games, look at the "Blade of Darkness, Severence" demo available on the
net.
B. of D. is similar to how I've used python - high level state setting & data
preprocessing in python but engine stuff in c/c++.
But pyopengl is great for trying things out, and if you get the performance you
need in python, why make life harder with a C straight jacket.
Cheers
BTW Does Hash Animation Master expose an api for 3rd party python access?
> like to hear of some basics, tutorials, books, and suggested places to jump
> off
> and into this.
>
> Thanks for your experience.
>
> -David
--
Lee Morgan
-Blam
Is it going to be based on the existing work of PyOpenGL, Numeric, pygame and
PIL? They're the technologies I'm working with at the moment, and the only
problem I'm having is to try an understand the sheer scale of the facilities
at my disposal when they're combined :)
Richard
>
>BTW Does Hash Animation Master expose an api for 3rd party python access?
Petr Sofra has developed a plug-in for Animation Master. Currently, its API
gives users transformation, attribute, and primitive control in Animation
Master's model mode.
http://www.sorfa.com/plugins/am_pythonscript.html
-David Wiggins
Have you looked at Blender? www.blender.nl
And, crystal space http://sourceforge.net/projects/crystal/
And VPython http://sourceforge.net/projects/visualpython/
And Alice www.alice.org
N
Yes it will use PyOpenGL, PyGame and maybe the PIL. I don't think we
will use Numeric since I have written the math functions we need in a C
module. In fact actually I am working more on the C extensions to Python
I need for Py3D
-Blam
yes
> And Alice www.alice.org
that's work only under windows, it is not acceptable since I use Linux
:)
-Blam
Excellent! Can't wait! (Numeric is a bit daunting... As I mentioned, I'm only
just trying to come to terms with the sheer scale of the stuff available and
how they can interact :)
Richard
Note that your C-coded functions may (and probably should)
be written to co-operate with the Numeric module, which
offers a good C-oriented API too -- if your functions are
or may be applied to a substantial "bunch" of data at a
time, holding that "bunch" in a Numeric.array is MUCH
faster than holding it in a Python list or array.array,
not to mention the multidimensional flexibility you also
get with Numeric.
Alex
I'm not sure you have understand what I mean... Py3D will be a 3D engine
write for and in (partially because of C extensions) Python. We plan to
make our future game entirely with Python.
We are currently investigating putting a Python Interface to
PLib's SG and SSG library.
IMHO this will make a good python 3D game engine
Maybe you would like to help us :-)
http://plib.sf.net
FWIW the 'C" code is already written !
Cheers
Norman