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	<title>Comments on: Flexible use of game libraries</title>
	<atom:link href="http://www.koonsolo.com/news/flexible-use-of-game-libraries/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.koonsolo.com/news/flexible-use-of-game-libraries/</link>
	<description>Koonsolo helps you create your own games!</description>
	<lastBuildDate>Wed, 04 Jan 2012 15:02:15 -0700</lastBuildDate>
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		<title>By: Niriel</title>
		<link>http://www.koonsolo.com/news/flexible-use-of-game-libraries/comment-page-1/#comment-761</link>
		<dc:creator>Niriel</dc:creator>
		<pubDate>Tue, 14 Jun 2011 12:55:40 +0000</pubDate>
		<guid isPermaLink="false">http://dev.koonsolo.com/?p=70#comment-761</guid>
		<description>I&#039;m lucky to have chosen python for writing my game.  I could afford a &#039;slow&#039; language because I&#039;m not aiming at creating the next Crysis MMO, but something looking a bit like the old-school zelda games, 2d seen from above.  Python comes with so many useful libraries that the only third party library I have is pygame.  That makes things easy.  Not only I abstract pygame away, but I do it in an model-view-controller fashion.  My game would work as well with another rendering engine, or two at the same time, or even no engine at all.  I&#039;m thinking of having a curses renderer for the lolz and get a nethack look :p.

I&#039;m still struggling with the networking though (my game is multiplayer, say half a dozen friends).  I really really really don&#039;t want to use Twisted because I find it fat, ugly and invasive (it wants to steal my main loop).  Some third party libraries like twisted are very hard to abstract.  Same goes for GTK by the way.  Imagine both together...  So I have to write my own networking code when I&#039;m not good at it, and my own widget/gui/buttons code because pygame doesn&#039;t have one and I like none of what&#039;s been done so far.  Decisions...</description>
		<content:encoded><![CDATA[<p>I&#8217;m lucky to have chosen python for writing my game.  I could afford a &#8217;slow&#8217; language because I&#8217;m not aiming at creating the next Crysis MMO, but something looking a bit like the old-school zelda games, 2d seen from above.  Python comes with so many useful libraries that the only third party library I have is pygame.  That makes things easy.  Not only I abstract pygame away, but I do it in an model-view-controller fashion.  My game would work as well with another rendering engine, or two at the same time, or even no engine at all.  I&#8217;m thinking of having a curses renderer for the lolz and get a nethack look :p.</p>
<p>I&#8217;m still struggling with the networking though (my game is multiplayer, say half a dozen friends).  I really really really don&#8217;t want to use Twisted because I find it fat, ugly and invasive (it wants to steal my main loop).  Some third party libraries like twisted are very hard to abstract.  Same goes for GTK by the way.  Imagine both together&#8230;  So I have to write my own networking code when I&#8217;m not good at it, and my own widget/gui/buttons code because pygame doesn&#8217;t have one and I like none of what&#8217;s been done so far.  Decisions&#8230;</p>
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		<title>By: Koen Witters</title>
		<link>http://www.koonsolo.com/news/flexible-use-of-game-libraries/comment-page-1/#comment-562</link>
		<dc:creator>Koen Witters</dc:creator>
		<pubDate>Wed, 06 Jan 2010 16:34:11 +0000</pubDate>
		<guid isPermaLink="false">http://dev.koonsolo.com/?p=70#comment-562</guid>
		<description>&lt;a href=&quot;#comment-25&quot; rel=&quot;nofollow&quot;&gt;@Mark &lt;/a&gt;
Thanks for pointing out those spelling errors, they are fixed now :).</description>
		<content:encoded><![CDATA[<p><a href="#comment-25" rel="nofollow">@Mark </a><br />
Thanks for pointing out those spelling errors, they are fixed now <img src='http://www.koonsolo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
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		<title>By: Max</title>
		<link>http://www.koonsolo.com/news/flexible-use-of-game-libraries/comment-page-1/#comment-561</link>
		<dc:creator>Max</dc:creator>
		<pubDate>Fri, 27 Nov 2009 23:58:21 +0000</pubDate>
		<guid isPermaLink="false">http://dev.koonsolo.com/?p=70#comment-561</guid>
		<description>This is exactly what I was thinking of doing while working on my next game. It&#039;s nice to see that somebody else has this kind of mind set as well.</description>
		<content:encoded><![CDATA[<p>This is exactly what I was thinking of doing while working on my next game. It&#8217;s nice to see that somebody else has this kind of mind set as well.</p>
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		<title>By: Mark</title>
		<link>http://www.koonsolo.com/news/flexible-use-of-game-libraries/comment-page-1/#comment-560</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Wed, 12 Aug 2009 06:12:19 +0000</pubDate>
		<guid isPermaLink="false">http://dev.koonsolo.com/?p=70#comment-560</guid>
		<description>Doesn&#039;t 3th sound awfully weird to you? Say it. Three-th. Weird. It&#039;s 3rd :p And major*.

Found one of your other aticles interesting... this one doesn&#039;t quite apply to me yet, haven&#039;t got that far. Will be reading a bit more from you.</description>
		<content:encoded><![CDATA[<p>Doesn&#8217;t 3th sound awfully weird to you? Say it. Three-th. Weird. It&#8217;s 3rd :p And major*.</p>
<p>Found one of your other aticles interesting&#8230; this one doesn&#8217;t quite apply to me yet, haven&#8217;t got that far. Will be reading a bit more from you.</p>
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