well you could save the buildup to the instruction file of a kind,
where you would save how to reconstruct the screen later, and then
just do it.
Also, do not use pickle, its insecure.

2011/7/14 greenmoss <ktygoo...@yoderhome.com>:
> 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?
>
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