Re: Fixed angle graphics, Pygame, and some more limitations...

Traditionally pygame wasn't as good at dealing with 3D as Pyglet is, though this may have changed with Pygame 2. With pyglet you can use batch rendered vertex lists for much better performance, I can end up rendering 1500+ textured quads for example, and you can adjust the camera angle by messing with a few lower level OpenGL commands. Is the perspective of this going to be Isometric with 3D?

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