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 -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
