There have been some pyweek games using svg in pyglet. The squirtle library
iirc was one such effort.

On Fri, 15 May 2015 19:11 Tristam MacDonald <swiftco...@gmail.com> wrote:

> On Fri, 15 May 2015 at 17:52 Ben Albrecht <benalbr...@gmail.com> wrote:
>
>> I am curious, why not have some high level classes for drawn common
>> shapes, like rectangles, circles, triangles, etc. built on top of
>> pyglet.gl? Is there some technical barrier preventing this?
>>
>> I imagine many people are deterred from Pyglet when they realize they
>> will have to write some nasty looking opengl calls to draw some simple
>> shapes. At least this is a common comparison I notice when people compare
>> Pygame vs. Pyglet.
>>
>
> I think that PyGame vs pyglet comparisons are generally misguided - the
> two fulfill very different roles:
> - PyGame is intended to be a full-featured toolkit for developing
> software-rendered 2D games (which happens to have some support for OpenGL).
> - pyglet is designed to provide much lower-level access to a variety of
> multimedia libraries (of which OpenGL is the most widely used).
>
> Utilities to draw squares and circles make a lot of sense when you are
> blitting pixels to a framebuffer every frame. They make less sense when you
> are using a retained graphics API (though there is nothing stopping you
> from writing such classes, as an addon library).
>
> Plus, it's worth considering how many games are actually made by drawing
> squares and circles. My contention would be that apart from Pong, there
> aren't a whole lot of examples. And you can always do that by drawing your
> squares and circles in an image editor, and using pyglet's Sprite class...
>
> - Tristam
>
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