I was attracted to cocos2d from pygame because I was interested in the hardware acceleration of OpenGL and pyglet, and cocos2d seems to be the only 2D game library for pyglet worth mentioning.
However, one of the things I very much liked when using pygame was the tutorial at http://ezide.com/games/writing-games.html which stresses the importance of separation of concerns via Model-View-Controller, and one thing which has left me somewhat uncertain is there doesn't seem to be a clear way to keep game logic away from presentation. I've tried to look for material on the subject, but aside from one rather inconsequential post in this newsgroup everything assumes the iPhone port of cocos2d rather than the Python version. Maybe I'm missing something in the architecture, maybe I just need guidance. Either way, can anyone help me out? -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To view this discussion on the web visit https://groups.google.com/d/msg/cocos-discuss/-/KTjZFETLkWMJ. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en.
