Thu, 06 Aug 2009

FreeType awesomeness in PyGame

Hello everybody, and as always, apologies for not keeping this blog up to date with my developments. Just a quick note here to let you know that the project is mostly finished, and most importantly, it has been ported to the original PyGame so now it works under PGreloaded and Pygame with pretty much the same code base. How great is that? Very great!

The FreeType module still isn't on the Pygame trunk, but you can check it out on its own branch:

svn co svn://seul.org/svn/pygame/branches/pygame-ftmod

It's your classic PyGame, the one that you love, but now with 300% more FreeType awesomeness! That's right, three timas as much text drawing, and it even comes with full HTML documentation!

Stay tuned to see how I manage to trick people into bringing this into trunk.

posted at: 15:18 | category: / | permanent link to this entry | 6 comments

Thu, 16 Jul 2009

A fakely and hastely stylish update.

Hello kind sirs,

allow me to grab your attention for a short moment just so I can showcase this new feature: faked bold and italic styles for those type-faces that don't natively support them.

Sample font rendering

That is all.

posted at: 14:24 | category: / | permanent link to this entry | 0 comments

Tue, 14 Jul 2009

A timely update for the first evaluation. No, wait.

Hello everyone. The first evaluation is over and it seems I successfully passed it. Please excuse me while I unbox the champagne I specifically purchased for this moment.

A lot of work has been done in these previous weeks, and the FreeType module has reached a state where its functionality can be better explained with a single picture than with a thousand words. That's a good thing, so let's take a look:

Sample font rendering

As you can see, we now support every drawing combination you could think of: horizontal and vertical text, full-blown rotation on all text orientations, all kinds of foreground and background color, alpha support when drawing anything, blitting on top of existing surfaces, Unicode... All of this is accomplished in a quite efficient manner, and the final caching system isn't even in place yet. This will be my next priority: to finish the caching system and to add support for faked styles (bold, slanted and underlined fonts).

After these features are ready and documentation is brushed up, we'll start the process of backporting the module to the PyGame trunk. I can't wait!

Signing out until the next update. -Vicent

posted at: 15:55 | category: / | permanent link to this entry | 5 comments

Sat, 27 Jun 2009

Gentlemen. An update.

Hey everybody. Apologies beforehand for my lack of updates -- I know I'm totally failing at maintaining this blog (as usual, and as expected), but that doesn't mean that progress is not being made.

Far from that, actually. I've finished my exams break last week and resumed my usual schedule; everything is looking very in shape for the first evaluation on July the 6th. Let's take a look at the SVN logs and see what has been done... After the break.



::READ MORE

posted at: 13:05 | category: / | permanent link to this entry | 2 comments

Sat, 23 May 2009

Coding season begins!

Why do they call it coding season if we cannot shoot those damn programmers?

Anyway. Today the coding season has just begun... this means that all students have finished their community bonding period and are going to begin writing code. Great for all of us!

I myself have already done some progress on all this programming mumbo-jumbo... My exams period begins in roughly a week, and although I don't have school during that time, I like to focus on the exams and so on. Luckily, I'm a quite sensible guy and started working on my project two weeks ago (this is what I'd call a head start. ha).

Read after the break for a detailed description of what has been done already and what needs to be done! Here's an advance: right now I'm quite slack on my schedule, which means that I'll have plenty of time to study my exams AND to work on some awesome optional features I proposed on my application.

Multi-threaded font drawing, here we go!



::READ MORE

posted at: 18:27 | category: / | permanent link to this entry | 0 comments