Posts in May, 2007

I hate it so much. I've had willmcgugan.com for many years, and in the early days I was complacent about posting my email address in newsgroups / BBs etc. Consequently I get an impressive amount of spam. I use SpamBayes, which worked great in the beginning, but now training it seems almost as much effort as deleting the spam manually.

Since I can't nuke the spammers from orbit, I've restricted my email address to . Unfortunately this means that you will no longer be able to email me at studmuffin@willmcgugan.com or youreallyrockmyworldiwanttohaveyourbabies@willmcgugan.com (sorry). I have also enabled SPF on my domain. I'm not exactly clear on what that is, but easydns.com claim it will cut down on spam, so I am giving it a go. continue reading…

Okay, I would be the first to admit that I am getting carried away with these little PyGame experiments. This one renders 3D lissajous figures, which are kind of like a 3D spirograph drawings. It's the first time I have use Game Objects in anything other than a test, and is a good example of simple Vector and Matrix math. Enjoy!

Pygame is a wonderful API for creating games and rich media applications, but the diffulty in distributing PyGame creations may be holding it back from the big time. When you write a game / application / demo, the first thing you want to do is have your friends and family play it, then you want to launch it on the internet, and perhaps even profit from it. To distribute a PyGame app you currently have two choices. You could ask people to install Python and Pygame, plus any other modules you may have used. Which is fine for other Python programmers, but your grandmother may find it tricky - "Are you sure I should click on the snake, dear - what if it has a virus?". The other option is to build a package with Py2exe or similar tool, which works great but requires a little effort to get working and will generate a large bundle of files - and then you are left with the tedious task of making an installer. continue reading…

The one thing that has always bugged me about sprites in PyGame is that they are so damn finite. Why should I be restricted to an upper bounded number of sprites in my game? Fortunately, I figured out a way of breaking the finite sprite limit, and render an infinite number of sprites to the screen - without any reduction in the frame rate!

Now before you try to convince me this is impossible with such arguments that as "an infinite number of sprites requires an infinite amount of memory", bare in mind that I consider the laws of mathematics to be more rules than actual laws. And rules were meant to be broken, as they say. Not convinced? Download and run this demo, and tell me when you run out of memory. Requires Python and PyGame.

If anyone wants the aforementioned rubber serpent, then let me know. I want to get rid of it before it starts leaving little rubber droppings behind the television. I'll even post it to you for free (UK only). On the condition that you have kids and you're not just a geek with an inner-child.

Now if you will excuse me, I have to get back to day-job, which is something that we adults have to do.