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Re: [pygame] pyopengl and pygame



On Wed, 22 Dec 2004, Bob Ippolito wrote:

> On Dec 22, 2004, at 6:19 PM, Jasper Phillips wrote:
> 
> > Now I keep my own copy of Pyui in a local Subversion, which I extend as
> > needed.  So far I've hacked it's use of OpenGL textures a bit, expanded
> > the event handling to pick up some missing events from pygame, fixed a
> > couple of bugs, and customized my theme and some widgets.
> 
> Perhaps it's worthwhile to make this source public and start a pyui 
> fork project?  pyui2?
> 
> red-bean.com or codespeak.net would probably provide for a http 
> subversion repository.

I've considered it.  However, my project is (overly?) ambitious for one
developer...  Much as I'd love to let people use it, until I bootstrap
myself up to making money I just don't have enough time to setup and
maintain such a fork.

However, I'm considering releasing a large chunk of my code once I've
finished (next Christmass-ish).  Probably including my pyui extensions,
framework for using opengl, game engine/server/client setup, and perhaps AI
routines.  That's a long ways off though, and never having done this I don't
truthfully have any idea how much spare time I'll have when I'm done.


> I think the biggest limitation with SDL, related to this project, is 
> probably the lack of multiple window support.  Everything else can be 
> more or less hacked around.. but pyui fills an important niche - full 
> screen game UI.

Pyui is (in my limited experience) pretty damn good for game GUIs.  At least
it's done everything I want so far!  It could use a larger library of
widgets, docs, a layout designer, and more stability -- but that's about it.

It seems to me like it would be good enough to surpass wxPython, if only it
were finished.

-Jasper