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 --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
