OK,

I have since revised my estimate...


After much googling I can't find a way to draw wimple textures with OpenGL, so I have looked again at the Pyglet API.


Making a HUD with Pyglet was actually surprisingly easy, so that was nice.


My next thing is I need to run Pyglet and WX event loops in tandom - as I mentioned before there are parts of the client I really need a full GUI solution for.



Has anyone successfully ran the Pyglet event loop from inside WX? I'm guessing that's the easiest solution.

Thanks in advance.
On 07/12/2016 15:48, Chris Norman wrote:
Hi all,

First let me start off by saying I won't be using Pyglet for this system, so it's more general information that I need.


I am writing a game using wxPython for my UI toolkit, but I want to include like a visual map. I am blind, so this isn't something I've done before, and I don't want it to look like a half-baked effort.


I'm not expecting to set the world on fire here - initially I plan to colour the different squares with concrete, sand, metal, water whatever.


I haven't yet hit google, but I thought I'd send out this general post so that hopefully I can skip over some of the hundreds of things I expect I'll start reading.


So here's my questions:


- Is there some prefered way to draw maps in Open GL?

- Do I use pure colours for my squares? Or does GL have textures I can use for say sand and metal and water?

- If I then overlay icons (player and object avatars) on the squares, will it look OK?

- How many squares can I realistically fit onto a screen? I plan to implement a zoom feature, but by default I was thinking 4 squares on either side of the player, so they'll be at the centre of a 9x9 grid (totalling 81 squares).


Cheers, and sorry for what are probably quite stupid questions.


Cheers,


Chris


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