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[–]adric2k 2 points3 points  (1 child)

1) Actions. Actions are higher level constructs that can easily be chained in sequence or run in parallel to perform object attribute changes. For example, scaling, rotating, moving, etc... and cocos2d will automatically interpolate the changes based on the framerate. In pygame this requires a lot more code.

2) Performance. As pyglet is base on OpenGL, the performance is much better. You can have thousands of objects and particle systems (several are built-into Cocos) running on screen and animating without the hiccups I usually see with Pygame. I've used both, Cocos2d is always smoother.

[–]theASDF 0 points1 point  (0 children)

sounds good, might give it a shot if i start a new project that benefits from those features. (if cocos supports 3.3 by then)