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16 Φεβ 2026

real-time 3D rendering

 This project is a perfect crash course in how real-time 3D rendering works. You’ve touched on three distinct layers that have to talk to each other to make a game.

Here is the breakdown of what each "pillar" did in your code:


1. Pygame: The Manager

Pygame acts as the "wrapper" or the host for the window. You learned how to:

  • Window Context: Use DOUBLEBUF | OPENGL to tell Pygame: "Don't draw with your normal tools; give the screen control to the Graphics Card (OpenGL)."

  • The Event Loop: Capture hardware signals like QUIT (the 'X' button) and MOUSEBUTTONDOWN.

  • Timing: Use pygame.time.get_ticks() to create smooth, time-based movement rather than letting the code run as fast as the CPU allows.

2. OpenGL: The Artist

This is where the heavy lifting happens. You learned the fundamental "state machine" logic:

  • The Matrix Stack: Using glPushMatrix() and glPopMatrix(). This is like "saving" your location on a map, walking somewhere else to draw, and then "teleporting" back to your save point.

  • Transformations: You learned that the order matters. glTranslatef moves the object, and glRotatef spins it.

  • Transparency (Alpha): You learned glEnable(GL_BLEND), which tells the computer to calculate how much "background" should show through the "foreground" pixels.

  • Coordinate Systems: Understanding that $+X$ is right, $+Y$ is up, and $-Z$ is "forward" into the screen.

3. Python & Math: The Brain

Python glues the logic together using math:

  • The Render Loop: The concept that a "game" is just a while loop that clears a canvas and redraws it slightly differently 60 times a second.

  • Class Structures: Using a Ghost class to keep track of individual "states" (is it alive? where is it?).

  • Hit Detection: You used the Pythagorean Theorem ($a^2 + b^2 = c^2$) in 3D to calculate the distance between a click and a ghost.


Summary Table: Key Commands Used

CommandPurpose
glLoadIdentity()Resets the "camera" to (0,0,0) so movements don't stack infinitely.
gluPerspective()Creates the "3D feel" (things farther away look smaller).
glOrtho()Creates a "Flat" 2D view (perfect for crosshairs and UI).
glBegin(GL_LINES)Tells the GPU to start connecting the dots (vertices) with lines.
display.flip()The "Final Reveal"—it swaps the hidden finished frame to the screen.

Since we've wrapped this up, would you like to explore how to add textures (images) to these cubes, or maybe try a different Python library for 2D games?

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