PycraftDev
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pycraftdev.bsky.social
PycraftDev
@pycraftdev.bsky.social
I am the lead developer behind PMMA and Pycraft and here to improve application development in Python, with a bit of art and fun thrown in!
Thanks! This is something we are working on improving currently with work on the documentation and surrounding support for people using PMMA!

Its work in progress currently, but we are making good progress. :)
November 12, 2025 at 11:01 PM
Reposted by PycraftDev
Building in public creates accountability and attracts early adopters naturally
November 5, 2025 at 3:36 AM
... You can find PMMA on our GitHub profile here: github.com/PycraftDevel...

We release programming updates regularly so stay tuned!
#buildinpublic #programming #Python #developer #gamedev #softwaredevelopment #SoftwareEngineer #coding #CPP

Thanks for reading :D
github.com
November 12, 2025 at 10:44 PM
... Great success so far in our API, and intend to continue to work on as we extend the API with new features - either expanding existing ones, or introducing new systems like 3D shapes which are coming in the very near future!
November 12, 2025 at 10:44 PM
... Rendering, you'll need the 2D shapes API and that's pretty much it.

No additional image rendering API, or video playback API any more, often with their own constraints on size, rotation or position.

This design philosophy is one we have used to...
November 12, 2025 at 10:44 PM
... For gradients, images and eventually also video playback.

Because everything links back to these fundamental pillars of application development, it's much easier to know where to begin when working on a feature.

You want to do any 2D graphics...
November 12, 2025 at 10:44 PM
... Unified system for moving something around, and that integrates physics, animations and random or procedural generation of positions.

The same applies for shapes. You can render shapes using PMMA, and it's that same API which also provides support...
November 12, 2025 at 10:44 PM
... That particular approach is better than others.

However, it's incredibly daunting and can be troublesome when different position approaches may not work depending on your setup or workflow.

In PMMA things are a bit different.

There is one...
November 12, 2025 at 10:44 PM
But strangely we are going to start by discussing Unity.

I could talk all day about different strategies for moving a game object around in Unity.

However, for as many different methods there are, there are as many different situations where...
November 12, 2025 at 10:44 PM
... You can find PMMA on our GitHub profile here: github.com/PycraftDevel...

We release programming updates regularly so stay tuned!
#buildinpublic #programming #Python #developer #gamedev #softwaredevelopment #SoftwareEngineer #coding #CPP

Thanks for reading :D
github.com
November 12, 2025 at 10:44 PM
... Great success so far in our API, and intend to continue to work on as we extend the API with new features - either expanding existing ones, or introducing new systems like 3D shapes which are coming in the very near future!
November 12, 2025 at 10:44 PM
... Rendering, you'll need the 2D shapes API and that's pretty much it.

No additional image rendering API, or video playback API any more, often with their own constraints on size, rotation or position.

This design philosophy is one we have used to...
November 12, 2025 at 10:44 PM
... For gradients, images and eventually also video playback.

Because everything links back to these fundamental pillars of application development, it's much easier to know where to begin when working on a feature.

You want to do any 2D graphics...
November 12, 2025 at 10:44 PM
... Unified system for moving something around, and that integrates physics, animations and random or procedural generation of positions.

The same applies for shapes. You can render shapes using PMMA, and it's that same API which also provides support...
November 12, 2025 at 10:44 PM
... That particular approach is better than others.

However, it's incredibly daunting and can be troublesome when different position approaches may not work depending on your setup or workflow.

In PMMA things are a bit different.

There is one...
November 12, 2025 at 10:44 PM
But strangely we are going to start by discussing Unity.

I could talk all day about different strategies for moving a game object around in Unity.

However, for as many different methods there are, there are as many different situations where...
November 12, 2025 at 10:44 PM
...

We have also been making other improvements and fixes to the windowing system so it works even more reliably than before.

Multiple window support will be coming to PMMA 5.2, along with the re-introduction of video playback!...
November 4, 2025 at 11:13 PM
... PMMA. This didn't include adding support for multiple windows, but it made the process a lot easier when we realised we could support them.

So, finally PMMA will be getting support for multiple windows, and having tested it, it's fantastic!

...
November 4, 2025 at 11:13 PM
... Remember earlier when I said we never built PMMA to work with multiple widows because it wasn't something we needed to consider.

Well now we do. But when we rewrote large portions of PMMA from Python into C++ in PMMA 5, we completely re-structured...
November 4, 2025 at 11:13 PM
... Other restrictions where lifted.

Of course, now with BGFX we no longer have anything limiting us to using a single window.

This is excellent because finally we can support making multiple windows through PMMA!

But it poses another problem.

...
November 4, 2025 at 11:13 PM
... As our rendering backend which meant we couldn't have multiple windows because multiple windows would interfere with the OpenGL context.

So, whilst OpenGL wasn't initially a reason for our one window policy, it later turned into one when...
November 4, 2025 at 11:13 PM
... Windows, so we didn't account for it in our code.

When we transitioned in PMMA 5 from Pygame to GLFW we thought briefly our one window dream had been shattered because GLFW supported making multiple windows.

Great! Except we used OpenGL...
November 4, 2025 at 11:13 PM