On 20/06/13 07:38, Paul Pittlerson wrote:
> I'm currently learning cocos, and think it's great. If you wan't to make
> a game using pyglet, cocos is for sure your best bet.
> 
> Pros: Very OO style.
> Scenes and Layers.
> Based on pyglet.
> 
> Cons: Small community.
> Lack of elaborate guided tutorials.

My experience with cocos is just PyWeek 16, but here are my 2 cents.

In my opinion the fact cocos is based on pyglet is not that important
because you'll be using cocos (ie. IIRC cocos batch is not a pyglet
batch!). cocos API is great once you wrap your head around it.

I would add to Cons:

- audio support (I didn't want to use SDL audio and depend on pygame!)
- it's not as mature as pygame (you will find bugs, eventually)

First point is pyglet's weakest point too, and second point it's in fact
an opportunity to contribute to the project ;)

Finally I've found cocos' code very readable and most of the time it is
a good substitute of (good) documentation. I would recommend you to make
a map of the class hierarchy and use it to find which class is doing
what. IMHO that's really useful!

Is it true that cocos is complex, but when I tried to use "pyglet only"
I found I was re-implementing part of cocos, so I've decided to use
cocos and change it when I find it doesn't do what I want (and may
contribute the changes back!).

Regards,

Juan

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