Pygame 2.0
github.com
Pygame 2.0
1–10 of 63 posts
Re: Pygame 2.0
#2The last area I'd like to see improved is the documentation. But the list of stuff that did get done over the last couple of years looks fantastic. Thanks to all the contributors; I'm looking forward to kicking 2.0's .whls.
Re: Pygame 2.0
#3Re: Pygame 2.0
#4Re: Pygame 2.0
#5Re: Pygame 2.0
#6Any good commercial games released?
Re: Pygame 2.0
#7Re: Pygame 2.0
#8The sentiment seems to be that it's not suitable for more than small toy games -- which in itself would still be interesting. I mean, it's clear that professional AAA studios are not the core target group.
But has anyone here on HN additional hands-on experience that would support or reject the above assessment?
Re: Pygame 2.0
#9As coincidences go, just the day before yesterday I looked into pygame and came across this Quora question: https://www.quora.com/Is-Pygame-fast-enough-for-modern-game-... The sentiment seems to be that it's not suitable for more than small toy games -- which in itself would still be interesting. I mean, it's clear that professional AAA studios are not the core target group. But has anyone here on HN additional hands…
I would not recommend using Pygame to develop a serious game project. All of Pygame's provided functions use software rendering, so you won't be able to take advantage of the graphics card. More seriously, Pygame includes essentially none of the features that come out of the box in a modern game engine, so you have to do things like write the event loop yourself and find your own solutions to physics and animation and figuring out which UI element is currently under the mouse cursor. Great for learning how that stuff works, not great for getting a high-quality game shippable.
Re: Pygame 2.0
#10As coincidences go, just the day before yesterday I looked into pygame and came across this Quora question: https://www.quora.com/Is-Pygame-fast-enough-for-modern-game-... The sentiment seems to be that it's not suitable for more than small toy games -- which in itself would still be interesting. I mean, it's clear that professional AAA studios are not the core target group. But has anyone here on HN additional hands…