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Re: [pygame] Clone/game request: Chain of Command



> I think that having a good wargame engine and a fairly separated
> client for visualization makes it easier to migrate to a third dimension
> when that time comes.
>
> It is a bit of a shame that OpenGL seems a bit hard to use with Pygame and
> Python in general. I tried PyOpenGL a few years ago and it worked but was
> a pain to get up and running and it wasn't possible to use normal Pygame
> 2D graphics. Once you enter the world of OpenGL you are forced to
> everything the OpenGL way, including stuff like fonts, status displays
> etc. And that is a PITA, my friends.

I suggest looking at glWritePixels, it's not hard to do the 2d and font things 
using pygame, then blit them to the opengl screen (although using a texture 
write is often much faster.. it is a tiny bit more complex).

Otherwise look at FTGL, although you will need to whip up a simple wrapper for 
python.

> For a 3D game I'd personally check out some engine that is tailored to 3D
> and which makes stuff like text simple to use, and then use Pygame for
> in-game scripting. Something like NeoEngine, Plib, OpenScenegraph or
> something similar could be more ideal for a 3D game than PyOpenGL and/or
> Pygame.

You loose a lot of fine control with these things, and often don't gain very 
much.

Opengl is really a nice, clean, and simple 3d api once you get over the first 
few hurdles. It would be nice to have a little tighter integration with 
pygame, but it's really quite easy to work around.

Regards,
Stuart.