Pygame might require more lines to get a window up and running - but that code is also handling other things, which means they are already partial implementations for future systems
Btw if you still want to use pygame, use pygame-ce instead. The lead maintainer of pygame went rogue and a large number of developers migrated to the fork pygame-ce.
Maybe some day a legend will rise like the sun, and will create the engine that all python programmers need... that legend that is going to create the engine will create a new era for all python game developers. I hope that legend comes soon...
I build a simulation model with simpy, as I completed it I wanted to add animation to know what's going on and end up choosing pyglet to process the event files from the simulation to draw in a window showing all elements of the simulation. I think it shows what I wanted to show, I am not sure, I will keep an eye out for better ways of building an animation. Great video.
@@roundabout-host He didn't say it was python. He said it supports a python-like syntax, which is true. GDScript's syntax is heavily inspired by python.
@@fabiolean Sure, but syntax is not important, there is no dynamic typing, no human data structures (list, dict, set, tuple), no list comprehesions and so on.
Created the classic Tank 1990 game using PyQt5, thought of remaking it at some point with some normal library or framework (since PyQt5 didn't work well for my usecase, but was forced to use it by my professors) and this comes to my YT feed. Looks awesome!
Tank 1990 was my favorite game in my childhood and I had so much nostalgia hitting me while I was making it, I gotta do it again but now with something normal. Thanks for the video!
For me Pyglet is technically just far too superior to Pygame. Built-in open GL calls, antialiasing, camera with infinite zoom, expanding viewport screen resizing, batch rendering and overall much less stuttering are some things you can do with Pyglet but not with Pygame out of the box. Pyglet is more difficult to learn though, with it's absence of main loop and weird way of handling events. But Python Arcade is a great expansion for Pyglet bringing some convenient missig features like sprite collisions and even full physics (based on pymunk).
Its a great video in regards to showcasing pyglet's strength, but the reason pygame handles less is so you can handle it the way you want. Once you really get into making larger games, building your own implementations are far less frustrating than needing to reach out to the docs everytime
I only heard about pyglet, and it always seems to take a back seat to pygame. I'm thinking that this might be because pygame came first. It also seems like pygame is more functional, rather than object oriented, making it easier for some new programmers. Pygame is a bit clunky, in that it your don't work with a "Sprite", but must load an image, then get its rect, and then manipulate that rect. Pygame can also get messy because you don't set events, but have to manually implement your own checks and manaully create the logic for handling the event. It looks like pyglet maybe hides the event loop and you only assign event handler methods. This is cleaner, but may be more complicate if there are side effects between the order events are called and side affects of interactions between handlers. I started or lengthy course for pygame, but you really got me look at pyglet.
Pyglet seems similar to Lua's Love2D framework, and seeing how much easier this seems than..pygames...stupid..confusing syntax of surfaces and all that, might try this out next time i go back to python coding
Would have loved to hear more benchmark stuff like performance or how things work differently under the hood, rather than purely syntactical difference
The reason you should use OGG (or even FLAC) instead of WAV is because WAV (WAVE) by "default" the audio encoding is just a label to say the format of raw audio. Raw audio takes up way more storage. OGG container is used is because it supports free-to-use encodings. MP3 uses MPEG layer 3 audio, which is patented.
@@h4rrym00 I made a test game based on splatoon but from a top down perspective. Because of the surface system, I was able to store the ink as a surface and draw to it with the regular functions without having to worry about offscreen pixels not being saved or retrieving the data after it was overwritten by something drawing over it. This allowed the system to have pixel accurate ink without too much performance cost that looked nice. All I did was write to a surface, then draw that surface to the screen before the entities. I can also assign certain things to a surface in order to perform actions on just those drawn objects such as tinting the color of all things drawn to it or only making it visible on certain conditions.
@@dreamsofcode sure, Pygame Zero can really do that with a WORKING window lol Regular Pygame can bring a window with 3 lines, but it will not answer for closing it and you'll have to close window using OS: import pygame pygame.init() window = pygame.display.set_mode((800, 600)) done lol😄 And thanks for the video btw
What I like about pygamme is how "manual" it is. That's why I can't stand something like tkinter, it's so unintuitive having some automatic main loop. I like being able to see the main loop exactly as it is. I would hate to have just a "app.run()" to run the main loop. I want to see how it handles events, draws background, updates objects on screen, draws those objects, flips the screen and limits fps. If I can't see those, it feels way too unintuitive.
after consideration ... pygame is still is the "best" (i.e. beginner friendly, 2D) game engine for python. Pyglet adds convience where it is not needed. If I seek for convinience and want to avoid boilerplate code, then I better go for Unreal, Godot or Unity (ya know ... the grown ups). Pygame instead provides a thin layer of abstraction and interfacing to the SDL libraries. Hence pygame teaches you a lot about image manipulation (which pyglet automatizes away). Furthermore pygame provides more control over the main-game-loop which i prefer over pyglet's approach.
@@dreamsofcode i teach engineering and make youtube tutorials .... i've been trying to improve my stuff lately .... and by far i think this is what i need ❤❤❤❤
Nope... I understand there are lots of arguments about which library is best for game dev in python. BUT, imo, the easiest is ARCADE. And thats by a MILE. Arcade is very easy to use. My favorite part about arcade is the fact that it is very easy to implements different screens. You can code each screen in a class and then link them together which is extremely convenient for coding large games with multiple screens. Tell me how you guys feel!
pygame and pyglet are NOT game engines nor frameworks. You can make your own engine/framework for them, but still, they arent. Both are graphics libraries. Ursina, for example is a game engine for python.
If you are considering Pygame, please for your sanity use Pygame CE. It's way more supported, with a lot more developers behind it. Whatever you go with, use what works for you and stick to it!!
this looks very cool i tried to mess with pygame but its very buggy for me and its hard and confusing mess for me. plus pygame does not have 3D and ive been looking for a 3D game making module for python which i came across pyopengl but i never could get ti to work and plus i am ditching pygame for this one!
Absolutely! I'm planning on making a game with it in the coming weeks and will make sure I turn it into a tutorial. I also want to do some more advanced game concepts with it as well.
Every time I see a video about Python game engines I feel like I should have started my Python engine as a 2d engine instead of focusing on 3d. I would have gotten further into its development and perhaps it could be worth using it and developing it, instead of what it is now 😑
He is like "I want to make a game in pyglet! - oh there are no tutorials" *goes on youtube*: pyglet is the best engine to make games in python _now we wait_
I personally think Pygame is trash... I've only ever seen maybe 1 good game made using Pygame and it was unfinished... I'm going to try to check this out and see if it's any better but I really don't think I will ever find anything to compare to Unity other than Unreal and Unreals spec requirements for me at this moment in time is what's truly Unreal.
You will eventualy need to code,but you can start without it in some some progam like scratch,even Game-Maker has support for no-code,but in this GUI progaming,you have limited options,and you will need to do a certain thing that doesnt have in the progam,but its a great way to start!
Z layer can be done using OrderedGroups with batching. (I did a quick example with the health bar). Collision detection still needs to be manually built, I'm afraid. But you can use Pymunk for some more advanced collisions and physics. Opacity is supported!
Pygame might require more lines to get a window up and running - but that code is also handling other things, which means they are already partial implementations for future systems
Btw if you still want to use pygame, use pygame-ce instead. The lead maintainer of pygame went rogue and a large number of developers migrated to the fork pygame-ce.
Very nice video man. You got yourself a new sub. Keep the good content going, it's very very qualitative.
That's awesome, I appreciate the feedback and sub. I will keep trying!
Great video! Pyglet looks like a great game engine for Python. Thanks for sharing your experience with us!
Thank you! I'm really enjoying my time with it
Awesome video! Looking forward to see your channel grow.
Thank you!
Maybe some day a legend will rise like the sun,
and will create the engine that all python programmers need...
that legend that is going to create the engine will create a new
era for all python game developers. I hope that legend comes
soon...
I build a simulation model with simpy, as I completed it I wanted to add animation to know what's going on and end up choosing pyglet to process the event files from the simulation to draw in a window showing all elements of the simulation. I think it shows what I wanted to show, I am not sure, I will keep an eye out for better ways of building an animation. Great video.
I love that video, everything is on point, and it is so pleasing to watch. Thank you for sharing! (The audio seems to be a bit quiet tho)
Thank you. I'm still working out how to best normalize my volume for UA-cam! I have it at -9db but maybe that's too low?
Pygame is more of a framework, godot is an actual engine that supports python like syntax
Godot is great! I've got a video looking at GDScript and Godot planned in the pipeline.
It's not python.
@@roundabout-host He didn't say it was python. He said it supports a python-like syntax, which is true. GDScript's syntax is heavily inspired by python.
@@fabiolean Sure, but syntax is not important, there is no dynamic typing, no human data structures (list, dict, set, tuple), no list comprehesions and so on.
@@roundabout-hostthats exactly what they meant, only syntax wise not language wise, he never claimed it's python.
Created the classic Tank 1990 game using PyQt5, thought of remaking it at some point with some normal library or framework (since PyQt5 didn't work well for my usecase, but was forced to use it by my professors) and this comes to my YT feed. Looks awesome!
Pyglet also has some awesome 3D support as well!
Tank 1990 was my favorite game in my childhood and I had so much nostalgia hitting me while I was making it, I gotta do it again but now with something normal. Thanks for the video!
Your nvim config looks clean as Heck
Thank you. I have my dotfiles available in GitHub:
github.com/elliottminns/dotfiles
For me Pyglet is technically just far too superior to Pygame. Built-in open GL calls, antialiasing, camera with infinite zoom, expanding viewport screen resizing, batch rendering and overall much less stuttering are some things you can do with Pyglet but not with Pygame out of the box.
Pyglet is more difficult to learn though, with it's absence of main loop and weird way of handling events.
But Python Arcade is a great expansion for Pyglet bringing some convenient missig features like sprite collisions and even full physics (based on pymunk).
I agree! Arcade looks really interesting, and certainly helps out the areas you mentioned!
The only problem is the smaller community. That's one of the reasons I gave up on raylib in C because I could not find a fix for the issues I had.
@@w花b The smaller community is certainly a drawback, however, it does look like it's getting closer to pygame, going by Github numbers.
Its a great video in regards to showcasing pyglet's strength, but the reason pygame handles less is so you can handle it the way you want.
Once you really get into making larger games, building your own implementations are far less frustrating than needing to reach out to the docs everytime
Pyglet is a breath of fresh air for someone who has mostly only used Pygame
I only heard about pyglet, and it always seems to take a back seat to pygame. I'm thinking that this might be because pygame came first. It also seems like pygame is more functional, rather than object oriented, making it easier for some new programmers. Pygame is a bit clunky, in that it your don't work with a "Sprite", but must load an image, then get its rect, and then manipulate that rect. Pygame can also get messy because you don't set events, but have to manually implement your own checks and manaully create the logic for handling the event. It looks like pyglet maybe hides the event loop and you only assign event handler methods. This is cleaner, but may be more complicate if there are side effects between the order events are called and side affects of interactions between handlers. I started or lengthy course for pygame, but you really got me look at pyglet.
Exactly why I like pygame. Not having that manual control over everything just doesn't feel right.
0:48 hol up, what dose semicolons doin down in that on_draw method?
Pyglet seems similar to Lua's Love2D framework, and seeing how much easier this seems than..pygames...stupid..confusing syntax of surfaces and all that, might try this out next time i go back to python coding
I find Pyglet so much easier to comprehend for game development!
Me having ton of work to do for my thesis also need to find a job.
Also me getting excited to make a game after watching your video
I know exactly how you feel!
Would have loved to hear more benchmark stuff like performance or how things work differently under the hood, rather than purely syntactical difference
The reason you should use OGG (or even FLAC) instead of WAV is because WAV (WAVE) by "default" the audio encoding is just a label to say the format of raw audio. Raw audio takes up way more storage. OGG container is used is because it supports free-to-use encodings. MP3 uses MPEG layer 3 audio, which is patented.
Great video! Subscribed
Awesome, thank you!
i'd like to see how you would manage deploying games made from pyglet, maybe a future vid?
This is a great idea. I did some looking into this and there's some nice tools to help with deployment.
pygames surface system (from its sdl origins) are why I use it mainly. I can do a lot of cool rendering things with it.
such as?
@@h4rrym00 I made a test game based on splatoon but from a top down perspective. Because of the surface system, I was able to store the ink as a surface and draw to it with the regular functions without having to worry about offscreen pixels not being saved or retrieving the data after it was overwritten by something drawing over it. This allowed the system to have pixel accurate ink without too much performance cost that looked nice. All I did was write to a surface, then draw that surface to the screen before the entities. I can also assign certain things to a surface in order to perform actions on just those drawn objects such as tinting the color of all things drawn to it or only making it visible on certain conditions.
what about arcade? it is built upon pyglet it also provides collisions and physics with pymunk + other cool stuff
That sounds pretty awesome. I'll take a look at it! Thank you for the suggestion.
Is it possible to full recreate pokemon firered in python?
Yes
whats the theme ur using?
Totally unrelated: your titlebars look perfect. Which desktop environment do you use on Arch? And with which modifications?
On that video, I was using gnome with Catppuccin theme!
Thanks!
Code at 0:40 is not fair, we also only need 5 lines to get a screen running in Pygame lol
I like both, pretty similar in many ways.
I'd love to see a shorter version! I think pygame zero is a lot better as well.
@@dreamsofcode sure, Pygame Zero can really do that with a WORKING window lol
Regular Pygame can bring a window with 3 lines, but it will not answer for closing it and you'll have to close window using OS:
import pygame
pygame.init()
window = pygame.display.set_mode((800, 600))
done lol😄
And thanks for the video btw
How did you make so pretty windows?
My terminal windows? I'm glad you think they look good! I use alacritty with the Catpuccin theme!
@@dreamsofcode Thanks for quick response and help.
I am new too the whole programming thing...I am trying to make a text based game that has Background images...can pyglet do that?
Pyglet absolutely can do that
yeah! pyglet!
What I like about pygamme is how "manual" it is. That's why I can't stand something like tkinter, it's so unintuitive having some automatic main loop. I like being able to see the main loop exactly as it is. I would hate to have just a "app.run()" to run the main loop. I want to see how it handles events, draws background, updates objects on screen, draws those objects, flips the screen and limits fps. If I can't see those, it feels way too unintuitive.
Honestly is very similar to pygame. Pygame can do all this
after consideration ... pygame is still is the "best" (i.e. beginner friendly, 2D) game engine for python.
Pyglet adds convience where it is not needed.
If I seek for convinience and want to avoid boilerplate code, then I better go for Unreal, Godot or Unity (ya know ... the grown ups).
Pygame instead provides a thin layer of abstraction and interfacing to the SDL libraries.
Hence pygame teaches you a lot about image manipulation (which pyglet automatizes away).
Furthermore pygame provides more control over the main-game-loop which i prefer over pyglet's approach.
where do you write the code ? is there an IDE ? where is the software if not ?
I write code using vim as a personal preference, but I'm sure pycharm can work just fine as well!
@@dreamsofcode i teach engineering and make youtube tutorials .... i've been trying to improve my stuff lately .... and by far i think this is what i need
❤❤❤❤
Awesome! Glad I could help.
dont use pychar use visual studio or sublime text
nice content!
Thank you!
Nope... I understand there are lots of arguments about which library is best for game dev in python. BUT, imo, the easiest is ARCADE. And thats by a MILE. Arcade is very easy to use. My favorite part about arcade is the fact that it is very easy to implements different screens. You can code each screen in a class and then link them together which is extremely convenient for coding large games with multiple screens. Tell me how you guys feel!
im pretty sure that arcade is built upon pyglet lol
can you publish a game to steam if i was to make something on this engine?
i think a UA-camr named DaFluffyPotato has published on Steam using Pygame engine so i don't see why their would be a problem with pyglet
@@ttrev007 Thanks!
cool video)
I liked the video
Thank you! I'm glad you enjoyed it
pygame and pyglet are NOT game engines nor frameworks. You can make your own engine/framework for them, but still, they arent. Both are graphics libraries. Ursina, for example is a game engine for python.
@@naturep1x3ls frameworks > engines
what editor do you use?
I use neovim, with the NVChad base configuration.
Is pyglet to python like processing to Java?
Yes! Very similar, except more focused around game development and multimedia.
If you are considering Pygame, please for your sanity use Pygame CE. It's way more supported, with a lot more developers behind it. Whatever you go with, use what works for you and stick to it!!
Great video! Consider me persuaded and subscribed!
Awesome! Thank you!
thx for bringing pyglet to my atention, looks much easier than pygame or cocos2d :)
Kind of reminds me of the Blitz2D engine I learned in high school lol
what about pygame with GPU
What about multiplayer mode?
I've got a video planned about adding game networking. Going to use pyglet for the base of that one!
the question is, WHERE can I learn pyglet, seriously i can't find a SINGLE good tutorial, please help 😭🙏
idk bro :(
this looks very cool i tried to mess with pygame but its very buggy for me and its hard and confusing mess for me. plus pygame does not have 3D and ive been looking for a 3D game making module for python which i came across pyopengl but i never could get ti to work and plus i am ditching pygame for this one!
Python Arcade is sad for not having his name mentioned anywhere haha (İ use Pygame btw)
Bro just betrayed Pygame, my favorite game engine. But I think I should give Pyglet a try too cause it sounds very cool. +1 sub and +1 like
could you make a tutorial on pyglet plz :D
Absolutely! I'm planning on making a game with it in the coming weeks and will make sure I turn it into a tutorial. I also want to do some more advanced game concepts with it as well.
@@dreamsofcode thank you :D
In addition pyglet has access to opengl allowed 3d game development
Every time I see a video about Python game engines I feel like I should have started my Python engine as a 2d engine instead of focusing on 3d.
I would have gotten further into its development and perhaps it could be worth using it and developing it, instead of what it is now 😑
Is your engine available anywhere? I'd love to take a look!
Pygame-CE best!?
He is like "I want to make a game in pyglet! - oh there are no tutorials"
*goes on youtube*: pyglet is the best engine to make games in python
_now we wait_
Haha! Theres one in the planning stages. Next video is going to be another brief intro one, but the one after will be pyglet related.
Not as much boilerplate as win32
I personally think Pygame is trash... I've only ever seen maybe 1 good game made using Pygame and it was unfinished... I'm going to try to check this out and see if it's any better but I really don't think I will ever find anything to compare to Unity other than Unreal and Unreals spec requirements for me at this moment in time is what's truly Unreal.
I will now pronounce pygame as "pig-aim"
😂😂
And then use Gith-Ub
I'm new and I say "Piglet" LOL
I am with you. Piglet feels more natural!
I’d programmed in both frameworks, and Pyglet has always been way superior to PyGames. PyGames is too hype.
Agreed!
you cant call pygame a game engine its just a thing that allows you to draw graphics
amongus😂
There's no interface and you do absolutely everything by code? No thanks, I'm too noob for that.
You will eventualy need to code,but you can start without it in some some progam like scratch,even Game-Maker has support for no-code,but in this GUI progaming,you have limited options,and you will need to do a certain thing that doesnt have in the progam,but its a great way to start!
@@Naburgondux I'm not afraid of coding, but I like with Godot is that you have a UI
Does it support z layer,simple square sprite collision and sprite opacity
Z layer can be done using OrderedGroups with batching. (I did a quick example with the health bar).
Collision detection still needs to be manually built, I'm afraid. But you can use Pymunk for some more advanced collisions and physics.
Opacity is supported!
Three minutes into the video and I'm sold, already ten times better than pygames annoying boilerplate annoying and sprite rotation
I agree!