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 of years out of date, and broken to boot (e.g. on_mouse_drag doesn't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

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