On Jul 14, 11:53 am, Tristam MacDonald <swiftco...@gmail.com> wrote: > On Thu, Jul 14, 2011 at 10:43 AM, greenmoss <ktygoo...@yoderhome.com> wrote: > > Are there any plans to make pyglet objects amenable to > > pickling? > > I am not sure I see a strong case for needing to pickle sprite objects. The > OpenGL data/state that would need to be reconstructed on unpickling is > significant enough to be troublesome (i.e. can't unpickle without a valid > OpenGL context). > > I would generally recommend that you separate game data from graphics data, > and design your engine such that you can reload the graphics data based on > the game data.
Let me preface my response by saying that I'm inexperienced, so I could well be taking a suboptimal approach. That being the case, the most logical way to handle game and graphics data for an in-game object would IMHO be to attach it to a single python object. This in turn leads to manual getstate/setstate overrides, extra code, etc. Is there some other way that people handle this type of situation? -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to pyglet-users@googlegroups.com. To unsubscribe from this group, send email to pyglet-users+unsubscr...@googlegroups.com. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.