Einar Forselv
Einar Forselv
Pymunk has a pretty neat collision system using spaces and groups. It supports handlers/callbacks to notify about collision. I strongly suspect this can scale much better the generic sprite collision...
In arcade 2.6 and ealier the view matrix only affected pyglet text. in 2.7 it affects everything. We need to make sure: * Text is affected by the current view...
When drawing rounded backgrounds and buttons it would be nice to draw them as a 9patch ensuring the corners don't get streched. The widget should also be resizable and the...
This really affects the performance when re-rendering the widgets. A worst case 100x cost compared to using a persistent `Text` or `pyglet.text.Label` instance.
Multiple people have reported this error message as confusing. Some users also don't seem to understand that you need to enable and disable the manager when a view is shown...
We have quite a bit of `isinstance` testing to sanity check parameters around the code base. For example in collision methods. These are very expensive and we should consider changeing...
The internal `_angle` property should ideally be stored in randians. This can be done without breaking existing code. It means we can remove many conversions between angles and radians in...
We should obey the context limits. The texture gets too large for GL ES. https://github.com/pythonarcade/arcade/blob/58696fba7042a2afd486dd7bb22004d29d8d201a/arcade/texture_atlas.py#L39
After opening up for pyglet rendering we need to take control over the global blend state. Currently we enable blending by default, but this isn't necessarily the best option. Pyglet...
We should probably `getattr` the enums from pyglet's gl module and supply a default value in `get()` methods in case fetching the enum fails.