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ManixReaper

Member Since 19 Jul 2005
Offline Last Active Today, 12:06 AM

Topics I've Started

Embedded Python Debugger

18 June 2012 - 05:01 AM

I'm having some difficulties with my current project and was hopeing that I could get a little feedback on the issue of Embedded Python Debugging for games.

My project is written in C++ with Ogre3D graphics engine. I have embedded Python in the project and have done some nice things like getting the program to break when there is an exception in python, printing out errors and callstacks etc, But I am getting to the stage where debugging by print statements is just getting too slow and laborious. I have tried intergrating winpdb (http://winpdb.org/ ) into my project, but I find it to be unuseable (I hate having to connect to the process every time I launch, and it doesn't catch exceptions).

So my question is this, has anybody else embedded python in a game with a useful graphical debugger with it? I basically want something along the lines of Lua Tilde for my project.

At the moment, I'm thinking that I might have to write my own GUI Python Debugger and change the structure of my program to read from sockets that it will connect to, but before I dive in the deep end I was hopeing that somebody had a better solution.

Thanks

Getting and Passing python class instance to C

01 November 2010 - 11:13 PM

Hey,
I've been looking for a solution to my problem for a while but I can't seen to find anybody that may be trying to do exactly what I am (probably not a good thing)

I've embedded Python in my C program and am using boost.python for most of the binding.

I have a class which is totally in Python. It is passed to the C side of the program which is fine, I get a PyObject pointer which I can inspect and see that it knows it is of 'instance' type. The issue I am having now is I want to pass this instance, via a pure virtual function call back to python so other classes can access it.

Something like this:


void Update(float deltaTime, PyObject* gameObjects)
{
call_method<void>(self, "update", deltaTime, *gameObjects);
}





However, when I try this I get the error:

Quote:
TypeError: No to_python (by-value) converter found for C++ type: struct _object


Does anybody know what is going on? I really don't want to manipulate the python instance in C, all I want to do is just pass it along.

Thanks in advance

Octree Creation

11 August 2008 - 09:10 PM

Hey people, I have a question about Octrees. I want to implement one for an outdoor rendering project I am working. I get the theory behind how it works and why you use them but what I am missing is the actual “How to create” one. Specifically, what happens if you have an object (say a building) that belongs to two or more leaf nodes? Do you spilt it up into separate lists of vertices and then render them (This sounds like it could be a nightmare) or do you add it two multiple leaf nodes and then when rendering, keep tract of which objects have been rendered, or do you have some external tool that takes a scene that you have defined, and then cut everything up into nice cubes that can be used by and octree??? Thanks in advance

Game Engine - Scenes

30 July 2008 - 02:20 AM

Hey all, I am currently making a terrain renderer and I am wondering how I should put all the components together. I keep reading about people using scenes but I have been unable to find any more details than this. So this is what I was planning on doing: I was planning on having a scene class that has a number of pointers, one to the terrain, and one to the list of enemies, one to the player and one to the other objects in the world such as buildings and vehicles. When the game has to update, it will call the scene to update and then the scene will look at each of these pointers and tell them to update. The same with drawing. So my question is: Is this how a game engine works or dose it use some other method? Thanks

Teapot artifacts

31 July 2007 - 09:52 PM

Free Image Hosting at www.TurboImageHost.com I am getting this problem when I’m trying to display simple geometry. Has anybody had anything the same/know what is going on? I'm using DirectX and HLSL.

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