[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]

Re: [pygame] Galcon released



I cant remember where I heard/read that. It was a speech about a project that would allow to bind/compile Python code and the big thing was to optimize it to make it faster running. With the disadvantage to bind it on a OS after compiling it. Does anyone know about such a proejct?

Farai



Am 12.12.2006 um 22:19 schrieb Brian Fisher:

On 12/12/06, Bob the Hamster wrote:
> You can easily make a tarball containing your .pyd files and not your
> .py source code, and sell that to Linux users.


I always think of packaging a game as finding the dependencies and
specific versions of components I tested with and distributing those
along with the game content and code, and  putting them in a package
with a simple and obvious way to run. Basically making it as easy as
possible to run it the way I intended and have it all just work...

shipping a bunch of .pyc or .pyo and the appropriate .pyd and .so
files in a tarball doesn't really do all that does it? I mean, isn't
there still the challenge of knowing what files need to be included
(and what shouldn't) in what structure? Also, how would you clearly
define the entry point if all you ship is a tarball? can a tarball
also have a "run" action or something like that?


On 12/12/06, Marius Gedminas <mgedmin@xxxxxxxx> wrote:
I've heard that it is pretty easy to decompile them back into .py files.

It's not any worse that it is with py2exe or py2app. I think the only
real difference would be in the presentation & expectation - in the
mac system for instance the app archive looks like a single object and
can be run without digging into it (it's really the niftiest way to
distribute) - but in the end all you need to do is open the archive
get the files and decompile them, same thing on all platforms