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Re: [pygame] Where to next?
All these ideas are really interesting-
2 Libraries not talked about are OpenAL for audio and GLUT for input.
Mabe somebody can tell me why this is not a good idea to use these.
I thing a gui would be better as a seperate module WXWINDOWS? and kept that way.
For a more intergrated system a new intergrated ui could be written or just use pyUI? I have never used pyUI.
Is it true that you can skip pygame and sdl by using PyOpenGL, OpenAL, Glut and Twisted?
>
> On Sunday, Jul 13, 2003, at 17:00 America/New_York, Pete Shinners wrote:
>
> > first off would be a break from SDL. currently pygame isn't much more
> > than a cleaner version of SDL. i don't think much more can be done for
> > pygame unless it becomes its own api. SDL would be pushed back as just
> > one of the available backends for pygame. The other obvious backend
> > would be opengl. From there i'd also like to see some other backends
> > that really embed into other libraries. this has huge implications, it
> > is perhaps even too much of an undertaking?
>
> SDL is a good cross-platform API for managing keyboard/mouse/joystick
> input and opening windows.
> OpenGL is a good cross-platform API for doing quick graphics.
> Twisted is a good cross-platform python networking framework.
>
> This leaves out two core things: audio, and user interfaces. You can
> get by with SDL audio, but you're not going to do anything fun with it.
> Maybe something could be built on top of PortAudio? But that probably
> isn't going to support "3D audio" that seems to be the buzz these days.
>
> User interfaces are always going to be a real snag though.. wxWindows
> is a pain in the butt, Tk is ghetto, Qt isn't cheap, and anything
> homebrew isn't going to use native widgets. Of course, for games
> specifically, you're generally writing your own UI anyways, so you
> could probably get away with using pyui or something of that sort.
>
> In any case, I wouldn't try and write a backend independent of SDL..
> you'd be duplicating way too much effort. Use SDL for what it's good
> for, use other stuff for the rest.
>
> > pygame is still a very 'lowlevel' game api. i've noticed it's
> > impossible to make much of a game without wrapping just about every
> > part of pygame into more specialized classes for your own game. at
> > some levels this is good, but on many levels it requires a lot of "cut
> > & paste" code reuse. it's also the 'laborious' part of creating games,
> > i'd always much rather get into the 'fun stuff' than deal with image
> > loading and resource management.
>
> yeah.
>
> > along this line i've spent a lot of time trying to think of ways to
> > create a highlevel game library for python. something that could still
> > be used for any style of game, with prebuilt engine parts for popular
> > types of game.
>
>
> This is an excellent idea. You know, with the right kind of projection
> and camera angle, you should be able to write any 2D game with a 3D
> engine. The Z coordinate would just be the sprite draw order. Vector
> games can be done in the same way, OpenGL has enough primitives to
> render Macromedia Flash (and I'm very surprised someone hasn't done
> this yet, because Flash is a dog, especially on PPC for some reason --
> probably just due to lack of effort on their part) and probably SVG.
> I'd have to check up on this, but I'm also pretty sure you have enough
> primitives in OpenGL to render PostScript -- or at least PDF. And of
> course, 3D games are a perfect match to a 3D engine. You get so much
> by using OpenGL -- virtually any reasonable coordinate system you want,
> a stack of transformations, and even a primitive form of object
> orientation using display lists. Once you have a scene graph and a
> good API on top of that, there isn't a whole lot you can't do.
>
> Of course, when you're sitting on top of OpenGL, it's much harder to
> have a 1:1 correspondence between screen pixels and texture pixels, but
> I don't work in 320x200 anymore and I don't think that it's really a
> big deal. Pixel effects are admittedly really hard to do in OpenGL --
> but with graphics cards going the way they're going I think it's in the
> cards that we'll be able to write pixel/fragment shaders to get that
> back too. Besides, pixel effects are generally too slow to do anyways
> unless you're writing to the machine with some sort of SIMD.
>
> I really think this is the way things should be going. Screw the
> software renderer, the hardware is better than I am at blitting.
>
> I actually had a long discussion with my friend last night who teaches
> artists how to code at NYU.. Right now he's using p5 (
> http://www.proce55ing.net/ ) for his class. I think it's too low level
> and I have serious issues with Java syntax. I think there should be
> something like pygsear, built on top of the next generation of pygame,
> to facilitate this kind of learning. The discussion hinged on one
> thing basically, how much of the fundamentals should these people be
> forced to learn. I don't think people should have to write their own
> display loops, or blit pixels if they don't want to. And I
> *definitely* object to shoving Java down people's throats, whether they
> want to be a real programmer or not.
>
> -bob
>
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