El Friday, 22 de February de 2008 08:31:51 Rod Hyde escribió:
> > So now I'd like to ask you: What does a gaming library require to be
> > considered reasonably full featured (for 2D games)?
>
> I agree with what Richard said. My suggestion is to write a few simple
> games and follow the DRY (Don't Repeat Yourself) rule. The engine will fall
> into place from that activity as you'll see what is common and what isn't.

I am doing that at the moment, that's why I ask. 

(but I didn't know that "I want to move everything into seperate modules, 
which I will likely need in other games, too" is called DRY :) )

> There are some things that are common to many games:
>
>    1. Resource management, in the form of image / sound / media loading
>    and caching.

Doesn't pyglet already take care of that? 

>    3. A natural generalisation from 2 is a state machine library. It
>    isn't a "must have", but if you have one then it can simplify a lot of
>    coding.
> 
> If there's any interest then I will find some time over the next few days
> to tidy up my state machine code and post it, along with an example or two.

That would be great! 

Another thing I thought of are 
        - persistent game states, 
        - highscores, etc. 
These are things which aren't part of the identifying core of the game, but 
having them in a module could make it far easier to get Python games into a 
state where they can be published (and attract casual players). 

Best wishes, 
Arne
-- 
Unpolitisch sein
Heißt politisch sein
Ohne es zu merken. 
- Arne Babenhauserheide ( http://draketo.de )
-- Weblog: http://blog.draketo.de

-- Mein öffentlicher Schlüssel (PGP/GnuPG): 
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