I would start by getting an understanding of how pyglet uses vertex
lists, vertex attributes, groups, batches, etc, and the documentation
on setting opengl state per group.  That won't be wasted knowledge, no
matter what you end up doing with pyglet.  In my own experience,
getting pyglet to perform is a matter of understanding these things.
When you know how to do everything in a batch and have it all come out
in the right order, with minimal state changes, then you'll be flying.

I basically just wrote tons of little demo apps that made pyglet do
things with sprites, windows, etc and followed my nose wherever was
interesting.  Then I picked a few challenges, like translating C/C++
demos to pyglet, and then bigger ones like a quake3 map renderer and
little physics toys.

Now I'm working on my first 'real' project.  I ended up pulling an
idea off the shelf which I wasn't even considering for pyglet when I
started, but after all the exploration I see how it can work.  And
I'll have it done faster with pyglet than anything else I know.  My
wife actually commented that she thought I'd been playing a game all
day, but I was coding with pyglet =)

-price
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