PYGGEL - 0.08-alpha4c
PYGGEL (PYthon Graphical Game Engine and Libraries) is a 3d game development engine, written using Pygame/PyOpenGL.
RB[0]
(roebros)
PYGGEL has a large amount of features, geared towards making 3d game development as simple and quick as possible.
Features include:
FPS and third-person cameras,
2d and 3d (billboarded) image loading and rendering,
OBJ mesh loading,
Collision detection objects (Vector, Sphere, AABox),
Simple Geometry rendering objects,
Particle effects,
VertexArray and other speed optimizers,
and many more.
The engine is very young and alpha, but it is already possible to make simple games in it.
Included in this release is the game "Robocalypto", developed primarily by pymike, with help from me.
It is a FPS that is being developed lock-step with PYGGEL itself, as our main stress, feature and API tester.
To run, simply go into the Robocalypto directory in the pyggel install directory, and run "run_game.py" - it will automatically find pyggel one directory up...
Currently there is no documentation, as we are focusing on getting the engine to version 0.1 as soon as possible.
You can grab the source from the homepage, to keep up to date between releases as well.
Currently, I am currently the only core developer of PYGGEL itself, so, if anyone is interested in helping out with the project, please just leave a comment, or send an email to (roebros AT gmail DOT com).
You can take a look at the TODO page for the project here:
http://code.google.com/p/pyggel/wiki/TODO
And a GoogleGroups discussion group here:
http://groups.google.com/group/pyggel-dev
So if you are interested, just come on over :)
Changes
Addition of control for near, far and angle of view for 3d
Fix for mesh loading when no material is present or if groups are used instead of objects
Made PIL an optional dependency (needed for animated gif support)
Added anisotropic filtering (when available) for textures
Bugfixes for Robocalypto to work correctly
Added hide_faces and/or show_inside constructor arguments for geometry
objects Fixed geometry alignment of quads and planes
Completely rewrote Sphere creation
Optimizations of some slower functions
Links
Releases
PYGGEL 0.06-alpha2 — 16 Dec, 2008
PYGGEL 0.05-alpha1 — 27 Nov, 2008
PYGGEL 0.07-alpha3 — 24 Mar, 2009
PYGGEL 0.075-alpha3b — 7 Apr, 2009
PYGGEL 0.08-alpha4 — 22 Aug, 2009
PYGGEL 0.08-alpha4c — 12 Nov, 2009
Pygame.org account Comments
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Mr.Mr 2013-04-19 00:04
Reminds me of metroid prime. But... THE BEST ENGINE EVER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Minecraftjien 2014-05-03 09:20
Nice ... Can u make blocks like minecraft ?
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Matt Roe 2014-10-05 00:17
You could yes, am thinking of updating this since I haven't touched it in years.
Tim Hartmann 2014-12-14 22:42
Please do! I don't think there is anything like it for python.
Matt Roe 2015-01-22 00:34
I have had 3 or 4 people interested in this lately.
Sadly the entire engine is way behind the times, still using display lists and static OBJ models for the vast majority of things.I've been kicking around starting to make games (and engines, more importantly) again (even doing a weekly video series called "Let's Make a Game") - and I think I will be rebooting PYGGEL now. I am quite busy with work so no promises on when it will come, and I'll need to either brush up on my OpenGL, or get some other people who know how to do some of the more modern things, but I hope to get it going soon.
Thanks!