I also use rabbyt and love it. I was using it with pygame and just
continued using it through my time with pyglet. Like Joey stated, it
is very easy to use and works extremely well, so I would definitely
check it out.

Joey, I haven't read your tuts yet, but I like other stuff I've seen
you do so I'm excited about it.


On Jul 4, 12:13 pm, joey101 <[EMAIL PROTECTED]> wrote:
> 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
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