I asked a similar question a few weeks ago (http://groups.google.com/ group/pyglet-users/browse_thread/thread/0c7e31a92a27066a). The upshot seems to be that the basics work, but a *lot* of polish and feature implementation remains.
I think I am in a very good position to work on the Cocoa port right now, except for two things: - I am a student and have a lot to do - It is difficult for me as someone who was not previously a pyglet contributor to know how to approach the code base and start fixing things I would really appreciate some temporary hand-holding to get me started. My preferred methods of communication are Gtalk (this same address) and phone. I will have more time in December during my winter break, but I can probably start fixing things before then. I have a very strong interest in seeing pyglet progress to the Cocoa API. I like writing games, Python is my favorite language, and pyglet is my favorite framework. I now have the knowledge and skills to make this port happen if I can just spend enough time in front of the code. In summary, I need accountability and someone to help me learn the code base. On Oct 20, 1:41 am, Richard Jones <[email protected]> wrote: > Hi all, > > pyglet on OS X appears to be in a bit of a bad state at the moment. > The current development version is based on Carbon, which is a number > of years out of date, and broken to boot (e.g. on_mouse_drag doesn't > get buttons). There's an initial implementation of a Cocoa version > thanks to Tristam and a couple of people indicated they would work on > it. Has there been any progress? > > Richard -- 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.
