Tagged: Python Toggle Comment Threads | Keyboard Shortcuts

  • frankiezafe 17:45 on 2017-03-11 Permalink | Reply
    Tags: , , , Python   

    Generation of a 3d grid of cells, each one of the cells knows who are the surrounding ones. This to speed up searching around the current cell.

    To generate a unique id for each one of the surrounding cell, and quickly find the current cell in the surrounding cell, i used a python that generates a list of enum and a map of opposition. Therefore, when I create a new cell in the grid, its very fast to register it into all the existing ones.

  • frankiezafe 14:04 on 2017-03-03 Permalink | Reply
    Tags: , , Python   

    Buildings generation is on its way.

    A texture controlling the border of the building has been tuned via a python script. Based on a source image:

    the script generate this:

    The brightness is changing gradually and is controlled by the source image pixels. This avoids the basic gradient.

  • frankiezafe 18:53 on 2016-10-12 Permalink | Reply
    Tags: , , Python,   

    Documentation about how to prepare meshes (structure, materials, etc.) usable by bullet in polymorph engine.

    >> https://bitbucket.org/polymorphteam/pe.2.0/wiki/blender-bullet-primitives

    The documentation of the project is not yet ready, as you might see if you surf a bit in the wiki…


  • frankiezafe 13:25 on 2016-10-06 Permalink | Reply
    Tags: , Python   

    Two python scripts to help work in blender:

    • one script, material-generator-for-physics.py, generate a bunch of “ogre-bullet” material, with correct prefixes;
    • second one, material-from-physics.py, applies these materials on selected objects depending on the type of rigidbody attached.

    This process must be done before joining all the objects into 1 mesh and exporting it for ogre.


    Scripts are available in PE.2.0 assets folder.

  • frankiezafe 12:12 on 2016-08-05 Permalink | Reply
    Tags: , Inkscape, Python   

    Algorithmic object creation.

    The work started yesterday wit @balt starts to fall into place. All vertices are generated at the right location and in a logical order (see right part of the image), making it possible to construct the faces “easily”. But it’s anyway a hell of +, -, * and % 🙂


Compose new post
Next post/Next comment
Previous post/Previous comment
Show/Hide comments
Go to top
Go to login
Show/Hide help
shift + esc