I looked at the drawing primitives portion of pygame reloaded, and I knew
that was not the way I wanted to go. It was still software driven. For
things like line widths, it supported only horizontal and vertical lines.
Plus it wasn't a drop-in replacement.

The things I put together for ellipses and lines only work with OpenGL
though. SDL doesn't have primitives for line thickness or ellipses, so if a
program uses software or directx for graphics you are out of luck.

Reinventing the wheel is never a good idea, I'm hoping some of the other
pygame packages can port more directly.

Paul Vincent Craven


On Tue, Feb 26, 2013 at 4:07 AM, René Dudfield <ren...@gmail.com> wrote:

> Hi,
>
> nice work!  I've always thought a wrapper over the top of pgreloaded
> (pygame2) would be a way to go.  I think your work proves a somewhat
> compatible API is possible.  The layered API style design is quite nice I
> think.  Layering the pygame API over the top of the more 1-1 SDL 2 API
> which is pgreloaded.  Marcus has done a crapton of good work with
> pgreloaded, especially with unit tests, portability, examples and such.  As
> well, it uses ctypes, making it more pypy compatible.  For these reasons, I
> think it would be worthwhile considering to build a drop in replacement on
> top of that, rather than by building a layer like this on top of cpp.  I'm
> not trying to diss your work, just giving an opinion of one way to do it :)
>
> cheers,
>
>
>
> On Fri, Feb 22, 2013 at 10:40 PM, Paul Vincent Craven <
> p...@cravenfamily.com> wrote:
>
>> Hi, this is a very early start of a Pygame that runs on SDL 2.0 with full
>> OpenGL hardware acceleration:
>>
>> https://bitbucket.org/pcraven/pysdl/wiki/Home
>>
>> Paul Vincent Craven
>>
>
>

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