You can find them here: http://www.python.org/dev/peps/pep-0008/
Little google search helps ;) On 4/8/07, Charles Joseph Christie II <[EMAIL PROTECTED]> wrote:
Where can I find these PEP 8 guidelines? and I am very interested in this... I hope it gets big and gains popularity.... sounds great! And if it can do platforming and RPG at the same time, I already have an awesomely weird idea... no, not a Super Paper Mario clone. the flip-3D thing is outta my league. ;) On Mon, 09 Apr 2007 12:38:18 +1200 Greg Ewing <[EMAIL PROTECTED]> wrote: > Kris Schnee wrote: > > I'm trying to build a game framework that's simple and easy to use, > > and that incorporates the ideas of a huge game space and basic > > physics that I've been working on. > > > I'm willing to open-source this if anyone's interested > > I'm certain there will be interest -- you can't have too > many open-source easy-to-use game libraries!-) > > > does it seem reasonable to build a goodly chunk of the game > > character code into the simulation, ie. having RPG stats mixed in > > with the class that handles the physics of living creatures? > > It would be better to separate the RPG stuff into a > separate class or classes that can be used as mixins > or by aggregation ("has-a" rather than "is-a") by > the game author. Also put those classes in a separate > module, so if the RPG stats aren't being used, that > whole module can be left out of the game distribution. > > > import Nutshell > > w = Nutshell.BasicWorldsim() > > w.MakeEntity(nature="Object",name="Pretzel",velocity=[1.0,0.0,0.0]) > > w.SimulationStep() > > A minor point -- if you're intending to release this, > you ought to consider following the PEP 8 guidelines > for naming. > > -- > Greg
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