I won't have time (nor do I have the experience) to help with the engine, but if you get to the point of having a somewhat working version I would be willing to qa and write unit tests for it.
If there's a mailing list for this project, please send me an invite. -Al On Sun, Jan 25, 2015 at 12:01 PM, bw <stabbingfin...@gmail.com> wrote: > The pyglet author remade the pyopengl interface in ctypes, which I seem to > recall performs noticably faster than the wrapper that comes with pyopengl. > This may be a valuable consideration in your choice of wrapper. > > pyglet's batching is designed for 2D rendering, and was wasted on the > old-style 3D primitives demos that I learned from. In essence I was using > pyglet pretty much the same way I used pygame. I could not figure out how to > leverage pyglet for shaders, so being a nub, I gave up. > > For what it's worth, no opinions, just experiences. > > Gumm > > > On 1/24/2015 2:39 PM, Sam Bull wrote: >> >> On sab, 2015-01-24 at 21:23 +0100, Lucas Wagner wrote: >>> >>> pyglet is both 2d and 3d. Try the attached (if attachments are >>> allowed, otherwise consider the opengl example coming with pyglet) and >>> press F1, F2, and F3 to change between 2d (pygame-like), 3d isometric, >>> and 3d perspective views. >> >> At a quick glance it appears that the only pyglet code in that example >> is to setup an OpenGL context. The rest of the code is OpenGL, which is >> what is actually drawing in 3D, and old-style (deprecated) OpenGL at >> that. >> >> It's interesting that pyglet appears to package OpenGL as a submodule >> though. >> >> I'm pretty sure that example would work identically if I changed the >> couple of pyglet calls with calls to pygame. And changed the >> 'from pyglet.gl import *' import to 'from OpenGL.GL import *' in order >> to use pyopengl directly. >> >> >> Anyway, the important thing is that this example uses OpenGL directly. >> The point of the discussed 3D graphic library is to provide a layer of >> abstraction over OpenGL, to support loading models from files etc. >> >> This way you would be able to load a model and draw it into a scene with >> only a couple of calls. Rather than messing around with all the low >> level OpenGL stuff. > >