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Re: [pygame] PCR & other notes
Pete Shinners wrote:
Robert Mark Waugh wrote:
With the abscence of anyone volunteering to help with the PCR I will
offer my services.
robert, thanks for this offer, i think we'll be able to use your
input. actually scott russel has volunteered to be the full time pcr
maintainer for awhile, but it looks like we'll need some help getting
things reorganized a little.
your other notes are also very solid. PCR definitely needs more
'snippets', and i think it would be excellent for these to get
automatically (by a maintainer) pulled from the mailing list and chat
channel as things come up.
getting higher level foundation classes on top of pygame is probably
the next step for many people. i think pygame development will get
pretty slow after the next release or two, so we'll need to find a
smooth way to build on top of that for other library projects. those
would potentially get rolled into pygame once they get more solid?
I think a good idea would be to look at a few games and see any areas
where their functionality overlaps. Then take that code from them to
make modules which all the different games can use instead. This way it
is likely that whatevar code is made will be quite useful for yet more
games. Even more likely that the code will be fairly efficient and
correct, as it is being used allready.
Such things as animation, path, map scrolling, vector classes I've seen
in a number of different games. So those would be a good place to start.
Be also neat to get the different transition effects in the pcr into an
'transitions' module. Things like fade to black/white, the pixelized
thing, wipes, warps, etc.