Wednesday, May 29, 2013


After a lot of frustrating hacking, made not less so by the fact that Pygame and Pyglet have completely different display paradigms, I've managed to get Pyglet displaying rects from the game's simulation code.  I just wanted to make a post to celebrate that quiet victory.

Friday, May 17, 2013


What has been going on lately?  This--

Because there was do much cruft in the code from early bad assumptions and later-added misfeatures, I started it over. That turns out to have been the right choice-- progress had been rapid again, the new cellular engine is *much* faster, and my second take at a random world builder produces much more interesting output.

I've been trying to merge a previous tile engine I had gotten working in pyglet with this, which has been going slower, mostly because piglet doors things so differently from Pygame.  Anyway, more soon....