> write a pyglet 'pickle' method, that > actually saves the current window/context states AND...
I am a bear of little brain, but this sounds very tricky and not at all desirable. There is a massive amount of information implied here, and you absolutely *don't* want to be restoring most of it when you restore the (x,y) and other model state of a single game object. It implies that you'd be restoring all the opengl state repeatedly, once for every game object you load. What if the state saved with one object contradicted that stored with another? What if you're restoring on a different machine, so the same state information isn't valid? I may be wrong but I think these ideas of pickling Sprites are totally swimming against the current. It is much easier and more useful to only pickle simple value-type objects (e.g. integers and strings), and re-construct any required Sprites by calling the Sprite constructor as usual when you restart the application. -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To view this discussion on the web visit https://groups.google.com/d/msg/pyglet-users/-/mVkz7ifzGzkJ. 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.
