75 skills found · Page 2 of 3
SMDS-Studio / Building A New Creative Pong Enhance your Pong game with Pygame! Learn how to add exciting features and unleash your creativity in this tutorial series. Perfect for intermediate programmers looking to expand their game development skills with Python and Pygame. Let's take the classic Pong game to the next level together!
nukebloodaxe / Ironseed PyIron Seed is a science-fiction DOS game from 1994, which was both developed and published by Channel 7. Gameplay is real-time, featuring trading, diplomacy, and strategy. This repository contains an in-development Python version of the game engine. Note: Minimal areas are testable.
chebupelka8 / SwitchGameSwitch Game - is an Engine to create games based on python. It supports many sprites like a StaticSprite, AnimatedSprite, AbsoluteSprite and many useful classes such as Image, Animation, Tileset and other. This project is in development, but you can already use it in your games.
LucasHartman / MayaScript HouseGenerator‘Generative House Algorithm’ was constructed for one simple reason, being one click away from creating a range of uniquely designed model houses. At the beginning of 2020, the start of the covid-19 pandemic, I started learning programming. My background is in developing 3D motion graphics, but my work goes into different directions. I feel inspired by trying out new things, but often feel constrained by the software I use. I never found the right software that could satisfy my every need. A few years back, I visited a motion graphics event in Prague. Here I saw a presentation by Simon Homedal from Man vs. Machine and he introduced me to procedural programming for digital art. And so my journey into learning to code started. Being stuck at home because of covid-19, I was presented with a change to really jump in and start developing a few coding projects. I started out with a simple board game in Java, where I was introduced to ‘object oriented programming’ and UI development and many other general concepts. At the end of this project I came to the conclusion that simple programming is not enough, I needed to combine with something I already have experience of. So I started using Python inside Maya, focusing on asset development of simple programs I could execute whenever I’m working on a 3D project. At the time I was wondering if I could deconstruct houses to an algorithm. The inspiration for this project came from wandering around the residential areas where I lived. Zandberg has very diverse styles of architecture; Terrace houses with high ceilings, classical villas with roofs made of straw and modern villas built after WWII. I was captivated by the diversity in design. Breakdown A simple UI inside Maya, where the uses can specify the value for generating a number of houses. Simple things like level and roof height, number of doors, max number of levels, etc. Lastly a button that would take in the value and run the algorithm. The back-end consists of a number of Python modules, textures and .obj files. One Python file called the “Main”, is where the files are assembled and executed. Process Developing a generative algorithm is a process of trial and error. At the start of the project I treated the project like any other modeling project, only every design decision was programmed in with a number of possible solutions. Over time this would become very complex and unstructured. It became impossible to go back and modify what I already wrote down. Another problem was that the algorithm was creating the model for running the code. This meant that selecting, adding and subtracting mesh to the model cost a lot of processing power, to the point my computer would freeze up. I needed to rethink my process and develop a framework which is easy to modify and light on the processor. My new plan of attack was to do as little as possible in Maya. All design instructions needed to be solved before anything can be created in Maya. Going into this direction was a hard choice. First off, it’s not a guarantee for success. The moment I would go too deep, things can get messy very easily. Besides I consider myself more of a visual thinker. Working outside of Maya meant every hurdle would be some sort of math problem. I already knew I had no choice, and understood this is the type of problem solving a programmer has to deal with. So I started out doing a little bit of RnD. My first test was to create a number of lists. Generally every list would hold some type of value. Like positional data, labels, dimensions, objects etc. and the rest would be a range of functions iterating, generating, gathering, and sorting data into these lists. These seemed flexible enough, if I needed to add new details to the model, I would make a new list and apply this into the framework. This type of framework was not very structured as I hoped. Luckily I discarded this ideal before it really began. I was already attracted by the idea of using a matrix instead of lists at the top of lists. The matrix would provide data in three dimensions, like a volume or a box made out of separate units. I would add an extra dimension to each unit, which is a list of six values. Each value would represent each side of a unit. The general ideal of a matrix is like a fluid simulation, which is made out of a matrix of voxels, or like Minecraft where each unit can be some type of block. This would create a data structure that is easy to modify. The next step would be to feed the matrix with values. A value can represent walls, doors, windows, levels, rooftops, position and direction. It starts with an empty matrix, and secondly fill it with values of 1 (later on inside Maya, value 1 would generate a wall, the location within the matrix would be translated to 3D space). If you’d stop here and translate the matrix to mesh in Maya, you would get a cluster of boxes stacked next or on top of each other. Adding more data to the matrix meant it needed to structure itself, so it would generate a cohesive design. If not the final result would be a house with holes in the wall or floating rooms. Therefore a number of functions are needed for searching for patterns, and modifying the data. A standard function would iterate over each unit in the matrix and check the neighboring values. If some sort of condition is met, the proper value will be modified. Going back to our cluster of boxes example. If a has a neighbouring box in front and to the left, but nothing on top, this would be a condition where a corner roof would be generated. And so different functions would solve design problems. In the end you would be left with a matrix of values that would serve as a blueprint for generating in house inside Maya. Finally the model needs to be made in Maya. A number of parts like a wall, door or window are generated or imported in Maya. When iterating over the finished matrix, a certain value in a certain place in the matrix will decide which objects (example wall or roof) needs to be instanced and placed in the right position and direction. When the matrix is fully realised in Maya the model gets a final cleanup, by merging the model, deleting unused parts and empty groups. What is left is the house model. If a range of houses needs to be generated, the process is simply looped over a number of times. Final word This project took way longer than I had anticipated and is far from finished. I learned a lot and at the same time it feels like I have only just begun. I hope to pick up this project again in the near future. I would love to add more elements to the house, like roof-windows or balconies and create procedural shaders. And possibly try out machine learning or some type of genetic algorithm. If you have any questions or are intrigued please contact me at ljh.hartman@gmail.com. Cheers!
Art9681 / Python 2D Platformer TestPython game development.
SabriAmir / Snake GameA Python implementation of the classic Snake arcade game built with Pygame. Designed with clean, modular code for easy customization and further development
UnidayStudio / Easy 2D Game EngineEasy Python game engine for 2D game development.
Mahhheshh / Infinite RunnerRun4Fun is knock off version of chrome t-rex game created using Pygame library.
thebillington / Tphysicstphysics is a zero dependency, single file Python game engine designed for use in the classroom. tphysics renders using Turtle graphics, which is highly accessible to learners.
HitAgain / Virtual Person Posture Rotation Representation And Loss Calculation ToolThis is my internship project in NetEase game AI Lab: multi-modal virtual human interaction, through the text to predict the virtual human action and then generate animation through Unity rendering, enhance the interactive experience of virtual characters. This is the calculation tool I used to refer to the Python version written independently by the relevant C code, including quaternions, rotation vectors, Euler angles, and the loss function between the predicted rotation and the true rotation. This part I listed separately as a calculation tool for everyone to use in the game AI experiment development process. QuartClass is a class that integrates all functions. I have tested all the features and it is stable and feasible.
ljnath / PyBluesky AndroidPython game for android, developed using python-pygame and built using python-for-android.
Apress / Python Pygame Raspberry Pi Game DevSource code for 'Python, PyGame and Raspberry Pi Game Development' by Sloan Kelly
GxAniket / TIC TAC TOC GUI PythonA simple Tic Tac Toe game built with Python and Tkinter. Features a clean GUI, two-player mode, win/draw detection, and game reset. Great for beginners learning GUI development in Python.
shriyaa01 / Python Quiz GameThis repository contains a simple Python quiz game that tests your knowledge on a variety of topics, including programming, web development, and more. The game randomly selects questions from a predefined set, presents multiple-choice options, and provides immediate feedback on your answers. Challenge yourself, learn, and have fun.
pyxel-studio / Www.pyxelstudio.netOnline Development Environment for PYXEL (a retro game engine for Python by @kitao)
Norah-bj / Panda3d GameA fun friendly 3D game built with Panda3D, featuring a controllable panda that can walk, jump, and dash using a joystick or keyboard. Perfect for learning 3D game development and input handling in Python.
MidFord / BetterPixelArtDownscalePython scripts for resizing pixel art to a smaller scale while preserving sharp edges and fine details. Ideal for video game development and graphic design projects. Simplify your pixel art resizing with this efficient and user-friendly toolkit.
IEEE-WIE-VIT / WIE WoCIEEE-WIE presents WIE Week of Code (WIEWoC), a 3-days long open-source contribution event starting from 1st March, highlighting different python spaces including web development, machine learning, game development, data structures and algorithms, and substantially more! We are creating an open source repository on Python along with all its applications!
Nayruden / GameDevGame for game development class, written in Python
ishubarman7 / Flappy Man Game In Python LanguageThe game was developed using the Pygame library, which is a cross-platform set of Python modules designed for video game development.