On Jul 5, 3:13 am, 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.

I like it as an idea. I spent a while last night going through the
game I'm writing and converting it to the game/client structure and
though it didn't really change anything, it makes a lot more sense
rather than just having everything global. Obviously the real benefit
is for networking (which I'm looking forward to adding in), only I
have no idea how to do it. If I may be so bold, are any future
tutorials going to incorporate networking, or is that kind of outside
your scope? And don't take that as pressure to get another one out
there - take your time. Just a suggestion =)

> 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.

It certainly seems very fast, but I'm not exactly pushing it yet. The
one problem I have is that the documentation isn't nearly as
comprehensive as pyglet's, which is fair enough but it doesn't explain
a lot beyond what the functions do, such as how to use them.
sprite.shape had and still has me confused - I get what it does, but
not what the numbers for left, right etc mean. Also with lerp it
sounds pretty awesome but kinda bugs out when I try and make my
sprites do it. By which I mean it generally doesn't work. And I don't
know why, and I don't even know the basic stuff I need to have in
place first.

Also it doesn't help that the examples don't appear to be included
with the Windows installer.
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