I'm excited to share my latest article on Medium, "The Pygame Framework I Didn’t Plan: Building Tic-Tac-Toe with Asyncio and Events"! This piece dives into my recent journey building a Pygame mini-framework, a totally unexpected outcome that emerged from simply trying to make Tic-Tac-Toe more manageable. I explore how embracing concepts like AsyncIO and immutable state fundamentally transformed my approach, allowing for cleaner, more predictable, and reusable game logic.
The article breaks down the framework's core architecture, from its unified state management queue to the refactored asynchronous main loop. I then walk through its application, demonstrating how these architectural patterns bring a classic game like Tic-Tac-Toe to life. It's a look under the hood at how a simple game can inspire a more robust and reactive development approach.
While this framework is primarily a personal passion project, the exploration has truly deepened my appreciation for the incredible work behind full-fledged game engines like Godot and Unity. It's a humbling reminder of the complexities they abstract away for developers. I’m always keen to hear different perspectives – what are your thoughts on building custom tools versus leveraging existing engines for specific project needs?
If you're a Python developer, a game development enthusiast, or just curious about applying modern architectural patterns in unexpected places, I invite you to give it a read. Your feedback is incredibly valuable as I continue to explore and share my learnings. Check it out here: https://kitfucoda.medium.com/the-pygame-framework-i-didnt-plan-building-tic-tac-toe-with-asyncio-and-events-ea7ed54ec705