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Re: [pygame] wxPython



On Sat, 2006-07-29 at 15:00 -0700, Kamilche wrote:
> I had the opportunity to look at wxPython in depth these last few days. 
> I was impressed! I like how easy they are to program and use, and their 
> stability. Their 'large demo' of all the controls was impressive - it 
> only crashed once.
> 
> When I went to use it, however, I saw several reasons that I couldn't 
> use it for my game - no translucency on the controls, no text on 
> graphics, no special effects, slow bitmap display speed, flickering when 
> handling large graphics, no special 'styles' to apply to change their 
> appearance

wxPython uses the platform's native widgets. This is it's major
advantage over other python GUI libraries, it looks like a Windows
application on Windows, Mac application on Mac, GTK application on Unix.

This however means that you are limited to the lowest common
denomination, hence nothing fancy like you describe above etc.  

> Man, I wish wxPython was more geared towards graphic apps. It would save 
> me a lot of time to use pre-built controls.
> 
> I can see that even if we all got together and rowed in the same 
> direction (which is unlikely), it would be a while before we got as many 
> controls done as wxPython. It kinda takes the desire to create 'yet 
> another control' right outta ya to see something so finished and 
> elaborate. But it's still lacking.

Your best bet is to look at the other GUI libraries build specifically
for pygame (such as http://www.pygame.org/wiki/gui ).

> Hey, offshoring has been the bane of this profession for the last few 
> years. Maybe we should put it to good use and pay some poor guy in a 
> foreign land $100 to recreate it in Pygame, what do you think? :-P

GUI libraries are a huge amount of work, even at an off shore rate it
would cost many thousands (if not more) to develop.

> --Kamilche

Mithro