Level editor == the OpenGL pain
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I still don't know why. My level editor now has the map portion drawn using a perspective view. It just means the picking is a little harder, but thanks to gluUnProject (and a little tweaking) I can get pretty accurate coords - enough to place map objects anyway.
Next up will be saving maps and enforcing a grid. Then I'll go back to working on more game code. Still plenty to do there...
I'm using Alex's text-rendering library PyGlyph to do the text in the buttons, if anyone's interested. It apparently has better layout than pygame.font.
The latest version of the game is bouncy-r3.
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if you are really interested, i might suggest checking out the glutSolidSphere code.