On Feb 16, 6:20 pm, Philippe <[email protected]> wrote:
> thank you.
>
> I have a more general question.
> I started checking pyglet few days ago. There are many things I like.
> But it seems that we have to use stuff on the GL layer very often. 2
> questions over 3 ended with solution based on import pyglet.gl.*
>
> is it a design choice, "using pyglet, we have to dive in pyglet.gl.*
> often".
> or is it because pyglet is still quite young, and the API will cover
> more in the future. so we can manipulate python object, without openGL
> knowledge.

I'd rather see pyglet do less then more. The question you're asking is
one of application framework/engine/scene graph. I do not perceive it
as pyglets job to provide a fully featured game engine/scene graph
library. The trouble with this kind of abstractions is that they're a
dime a dozen, everybody wants a different one, and if you bog pyglets
codebase down with a huge fixed concept like this, the overal
usability for everybody will be decreased in favor of those minorities
who happen to be in ideological agreement to the flavour of API/
Abstractions chosen.

I think the need for more specific abstractions would be much better
served in libraries that depend on pyglet, such as for instance
lepton, simplui, gletools, halogen etc.

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