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RE: [pygame] Pythonpoint/presto - still thinking



You know, I've gotten caught in this situation before too. My lesson learned
from that situation is "just do it" in the best way you can at the moment.
My opinion on this is that it's just too hard to anticipate all the real
uses of a library before you really need it.  I think it's better to just
write the stuff you need, when you need it, then re-factor out the commonly
re-usable things at another time.  So, just diagram your approach on a
napkin and get going.

At some point, I'm going to take my own advice and try another run at a game
I started (back when Pygame 0.2 was released, yes I've been
busy/procrastinating).  I actually started that with a UML diagram, etc.  It
was successful to a point, but it was overly daunting to think about
re-usability and Pygame/SDL/Tk issues in the same breath. When I start up
again, I'll probably just start over with a procedural approach, then
re-factor the reusable pieces out gradually.

The UML diagram and the re-usability I intended will be realized, just not
all at once.

-----Original Message-----
From: owner-pygame-users@seul.org [mailto:owner-pygame-users@seul.org]On
Behalf Of Simon Britnell
Sent: Wednesday, September 26, 2001 5:19 PM
To: pygame-users@seul.org
Subject: [pygame] Pythonpoint/presto - still thinking


Just so you all know I haven't lost interest and
wandered off, I'm still mentally sifting the issues
with animation, timing, audio and layout on arbitrary
screen resolutions for what I am now provisionally
calling "Presto" (formerly pythonpoint).

Is it worth me taking the time to seperate out the
background rendering routines for use in other packages?

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