PYGGEL - 0.08-alpha4
PYGGEL (PYthon Graphical Game Engine and Libraries) is a 3d game development engine, written using Pygame/PyOpenGL.
PYGGEL has a large amount of features, geared towards making 3d game development as simple and quick as possible.
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,
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:
And a GoogleGroups discussion group here:
So if you are interested, just come on over :)
New picker routine that is extremely efficient and accurate
Fixed all texture binding so that it will only bind again if it wasn't already bound
Replaced all data assets with ones we made ourselves
Implemented backface culling
Interpolated, skeletal based animation support added
Implemented testing for CCW vertices, and flipping if they are wrong
And of course, bugfixes out the whazzoo :D
This should be the final alpha release.
As far as I am aware, no backwards compatibility was broken, but if you were messing with values directly, especially with meshes it may not work anymore.
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