Innocence wrote: >>Peter Thoman: >>I did the first 2 of that list (with RUDL, which I think is superior to PyGame btw >> >> >How so? On the paper RUDL is using PyGame as a template and PyGame >seems to feature more functionality. > RUDL is more Rubyesque. I used PyGame before, and RUDL got exactly those things "right" that I thought were less than ideal in PyGame. It's hard to explain - it's just that with RUDL, all the classes work like I would expect them to. I posted to the PyGame mailing list about this a long time (3 years?) ago, but I can't find my message in any of the archives now. An example of what I mean by "rubyesque": To check for bounding box collisions between two lists of sprites, I just call collide_lists( l1, l2 ), which yields each colliding pair into a supplied block. Is that cool or what? >PyGame is also more mature which I guess is the reason why it has fewer bugs. > That may be true, however I only ever encountered a single bug during all the time I used RUDL. That's just anecdotal evidence, but I believe it shows that RUDL is not too buggy to be useful. And if you do find a bug, you can always report it or even fix it yourself. The only bug I found (it had to do with stereo sound effects - seems like I was the first to ever use them) was fixed 3 days after I reported it. >Sadly though, it seems that both projects are stalled in their current state. It's a real shame but understandable considering it's freeware :( > > Well, it's open source, so if there is something you would want to change / fix, go ahead ;) Also, the main developer just posted on the forum less than a week ago, so maybe "stalled" is too strong a word... >I see that other posters here (Florian Gross and Gabriele Renzi) >recommend using only SDL (ie. without a wrapping like RUDL). Is this >really an option? I mean, there must be a reason that modules like >PyGame and RUDL exist, ie. for making handling easier. What's your >take on this Peter? > > I wouldn't recommend it. If you use Ruby you are probably a fan of the rubyesque coding style - with all it's object-orientedness, block passing and syntactical convenience - which I don't believe a direct conversion of a C library can provide.