Hi Oliver, Thanks for the compliments. It's really only my personal preference to structure stuff that way. Often times I think it makes the code easier to get into for someone else. But really I would suggest going with what ever structure you think best for a particular game. In 99sheep I don't use that structure because games won't ever be networked, recorded, logged or anything else that would benefit from a separation of the display and mechanics. For instance I don't really feel like creating two classes for each character (shepherd, sheep, wolf etc); but for snowballz that's a whole different story. :)
I have never used pyglet's sprites so I can't compare the two. I've used rabbyt since before pyglet 1.0. I like rabbyt because it is very fast (all the GL calls, animations etc are done in C) and has a simple API. Extending the sprite works very well (all the xy, x, y, rot, rgb and so on integrate very well for many many use cases). It's small; which is good on so many levels. My brother develops it so that makes it even easier to use (and I have made a couple suggestions that have gotten implemented so it fits my taste too). But what I like most about it is the anims. If you haven't checked out rabbyt.lerp/ease/ease_in/ease_out then you absolutely need to - It's the best thing since sliced bread. There are some good examples demonstrating their use in the rabbyt examples directory. And yes, the collision detection is nice and fast enough. Reticently, Alex implemented some batch stuff which - unless I've misunderstood it's purpose - speeds up pyglet's sprite render quite a bit. But I haven't looked at it yet. Pretty much the only disadvantage for me with using rabbyt is distribution. Last time I tried it took some work to get it packaged with py2exe. But I think that's inherit with not being pure python. I also had a small hick-up when trying to package it with cx_Freeze in linux; but it didn't take more than a couple minuets to fix. /me steps down from soap box. :) ~Joey On Jul 3, 8:29 pm, Pie21 <[EMAIL PROTECTED]> wrote: > Joey, > > Looking through the Mines code now and it looks very good. No > criticism I can give because you clearly know a lot more about > programming than I do, but there's some good stuff in there like > setting up the code with the Client class and such, even without > networking. Makes sense, but no one else told me to do that :P > > One question though: I assume you used Rabbyt because pyglet 1.0 > didn't have the Sprite class. I've never even heard of Rabbyt and > barely used pyglet's sprites to be honest, so which one would you say > is 'better', or are they fairly comparable? Apparently Rabbyt has some > pretty efficient collision detection going for it which I can't find > anything about in pyglet. > > In closing, great work, keep it up and keep linking! > > - Oliver --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. 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/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
