Also, you cannot run interpreted code on the iPhone, the SDK's EULA explicitly forbids it. As Alex said, cocos2d-iphone is a good option.
On Fri, Jan 16, 2009 at 11:13 PM, Tristam MacDonald <[email protected]>wrote: > > It is hard (but far from impossible) to get a full python > implementation on the iPhone - the standard garbage collector is > really not designed to enforce such tight requirements. The ctypes- > OpenGL bindings would also need to be redone for OpenGL ES, though I > hope there is a script somewhere which does this from the headers/spec. > > If those concerns can be taken care of, the necessary Cocoa/UIKit glue > should be fairly elementary. > > -- Sent from Tristam's iPhone > > On Jan 16, 2009, at 6:19 PM, Alex Holkner <[email protected]> > wrote: > > > > > On Sat, Jan 17, 2009 at 8:59 AM, Raden Mu'az > > <[email protected]> wrote: > >> > >> Can Pyglet ported run on iPhone? With Cocoa? > > > > Take a look at the cocos2d-iphone project, it may be what you're > > after: http://code.google.com/p/cocos2d-iphone/ > > > > Alex. > > > > > > > > > --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
