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Right now, if a sprite is attached to another sprite, we have to manually calculate the transform. There is no concept of local space and world space—everything is in world space: position, rotation, and scale.
Most game engines support a node graph, where nodes can have parent-child relationships. With that, we can just call add_child, and the child will automatically follow the parent's transform.
For example, if I have a popup UI panel with a few buttons and labels, and those buttons also have text, and text have animation, then if I want to animate this UI panel (like moving or scaling it), I only need to animate the parent node. The children will follow automatically. Like Godot node tree.
I’ve developed games in Unity using C# for many years, and I believe a game engine doesn’t need a full editor. Python is already easy to work with. If Arcade adds more basic features like this, it wo
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uld be much easier to build games on top of it.
I also prefer not to import too many other libraries. For example, my project won’t have import pygame anywhere.
By the way, in my opinion, pyglet and arcade are currently the best Python game development frameworks in terms of performance and simplicity. Arcade has the most features. I will make a game by Arcade.