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.
> >
> > >
>
> >
>

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