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Re: [pygame] cleaner pygame



On Thu, 3 May 2001, Pete Shinners wrote:


>from what i've found, pygame is still pretty low level.
>aside from blit, everything i did in in solarwolf had an
>insulated layer over pygame. i have my own "gfx","snd", "input"
>modules to do my own slightly higher level abstraction of
>these components. i think if i was doing an even larger project
>i'd want to really create a thicker level of insulation between
>my game code and pygame.

Yep, it's pretty low, but IMHO well done, so it's easy to build up your
needed higher level functionality around it. I would rather not see too
much higher level stuff incorporated, especially if the low level building
blocks get taken away. If you have a very high level framework you often
end up hacking around things that don'y exactly fit your needs. But if the
low stuff still can be used then I'm all for it.

<snip>

>anyways, at this point i don't really plan on changing the pygame
>interfaces at all, but there is definitely room for enhancement.

Good! :-) But in retrospect I must say that our code got a lot easier to
read and understand once you started cleaning up the old PySDL code and
created PyGame. The changes we did were mostly removing redundant
parameters and generally making calls shorter and cleaner.

--------------------+--------------------------------------------------------
Jan 'Chakie' Ekholm |     Balrog New Media    http://www.balrog.fi/
   Linux Inside     | I'm the blue screen of death, nobody hears your screams

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