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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