greenmoss wrote:
a framework such as pyglet tries to
make it easier for game developers by providing convenience methods
for common back-end chores. Gracefully handling pickle and unpickle
requests seems to me compatible with this goal

Since the best way to deal with pickling of pyglet objects
in saved games is usually to avoid attempting to pickle them
in the first place, it's hard to see how pyglet could do
anything to make this more convenient.

I stand by my belief that you should redesign your game
architecture so that there are no direct references from
your game logic objects to your graphics objects.

Take a piece of paper and draw a line down the middle.
Write the heading "User Interface and Graphics Objects"
on the left, and "Game State Objects" on the right.
Draw boxes representing the various objects on their
respective sides, with arrows between them representing
references.

Now, make sure that arrows that cross the dividing line
point *only* from the left side to the right side. If you
ever find yourself wanting to create an arrow from the
right side to the left side, take a deep breath, count to
ten and think of some other way to make the association.

--
Greg

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