Great to hear!

I worked for a while to try and do this. I did so both with and without
Marcus's wrapper. The biggest issue I found was support for drawing
primitives.

I took a look at the library and it doesn't look like it is set up yet for
Windows. I'll need to play around with it when I have more time.

Paul Vincent Craven

On Thu, Dec 4, 2014 at 9:30 PM, Tom Rothamel <t...@rothamel.us> wrote:

> On Thu, Dec 4, 2014 at 11:28 AM, Paul Vincent Craven <
> p...@cravenfamily.com> wrote:
>
>> What features would we look for in PyGame 2?
>>
>> Moving to SDL 2 would be a large change from what we have now.
>>
>>
> It doesn't have to be.
>
> For the past month or so, Patrick Dawson and myself have been working on
> on a rewrite of pygame on top of SDL2, trying to preserve support for most*
> of the pygame python-level API, while adding support for SDL2 features. You
> can see what we have at:
>
> https://github.com/renpy/pygame_sdl2
>
> It's enough to run some non-trivial games without major changes, on
> Windows, Mac, Linux, and Android, although it's probably closer to pygame
> 1.8 then 1.9. I'm currently working on iOS support, after which nightly
> builds will start coming out. At some point, we'll be exposing new features
> based on SDL2, while still trying to hew relatively closely to the pygame
> API, so people's existing code and experience can be preserved.
>
>
> * I think it makes sense to drop support for surfaces with depths of less
> than 32bpp - doing so is a big simplification.
>

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