Yes, I see. I hope to use it for a touch screen application on a terminal. 
This is perhaps why I want to use pyglet instead of something else.

On Friday, 20 November 2015 17:22:40 UTC, Leif Theden wrote:
>
> Pyglet, doesn't have the same goals as specialized game 
> libraries/frameworks like pygame or phaser.  Its been a 'multimedia 
> library', generic enough to make games or visual demos.  Personally, I 
> think pyglet does what it does well and shouldn't try to be a games 
> library.  Too much bias towards games might merit a library built on pyglet 
> (like cocos), or optional extension packages.
>
> On Fri, Nov 20, 2015 at 10:56 AM, Jason Spashett <[email protected] 
> <javascript:>> wrote:
>
>>
>> On Friday, 20 November 2015 15:28:29 UTC, Leif Theden wrote:
>>>
>>> I understand why some people would like this, but pyglet supports 
>>> rotated sprites and I feel like AABB would be too limited. It would also 
>>> open endless requests for collisions with rotated sprites, fast detection, 
>>> etc.  If pyglet were to include a collision detection system for sprites, 
>>> it should be full featured and probably written as a compiled extension 
>>> module, since the pure Python nature of pyglet would be super slow.
>>>
>>> My suggestion would be to integrate pymunk support, or to develop a 
>>> guide to using it.  It's quite nice and works with pyglet just fine.  Just 
>>> my opinion.
>>>
>>
>> That's a fair point. On the other hand all the other "frameworks" have 
>> something for this. Phaser, pygame etc.It might work well for many, but not 
>> all. It is nice to get something going, even if later, it requires 
>> something like pymonk.
>>
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