I don't have very much time during the week, but I'll try to get it working
in Windows (XP) this weekend.  As for OS X, I don't own a system running OS
X, so unfortunately there's little that I can do there. . .
-Daniel

On Tue, May 5, 2009 at 8:48 AM, Bo Jangeborg <b...@softwave.se> wrote:

> Do you know if this will be made available for Windows and OS X too ?
>
> Bo)
>
> Daniel Jo skrev:
>
>> I was thinking about UIs today and recalled a post by Brad Wardel about
>> the UI in Galactic Civilizations. He mentioned how it would look pretty much
>> the same regardless of the resolution one runs the game at, due to the use
>> of SVG. Presumably, the UI is designed as vector drawings and at runtime
>> rendered to a texture whose size depends upon the current screen resolution.
>>
>> I thought that this would be a great idea for PyGame, but then I found
>> that the only implementation of SVG that exists for PyGame actually uses
>> Cairo. Personally, I think that using Cairo within PyGame is, at best,
>> suboptimum. What you end up with is a whole lot of redundant library that is
>> doing exactly nothing. It would be much better to have a implementation with
>> relatively atomic dependencies.
>>
>> Fortunately, after a bit of googling I discovered SDL_svg. It appears to
>> require only libxml-2.0 and libSDL. Perfect. It also has a very small API.
>> Perfect. After a bit more research I managed to create my own Python
>> bindings using Pyrex. Take a look:
>>
>> http://code.google.com/p/pygame-svg/
>>
>> -Daniel
>>
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