The Python Arcade Library has the same target audience as the well-known Pygame library. So how do they differ?
Features that the Arcade Library has:
Draws stationary sprites much faster. See Drawing Stationary Sprites
Supports Python 3 type hinting.
Thick ellipses, arcs, and circles do not have a moiré pattern.
Ellipses, arcs, and other shapes can be easily rotated.
Uses standard coordinate system you learned about in math. (0, 0) is in the lower left, and not upper left. Y-coordinates are not reversed.
Has built-in physics engine for platformers.
Supports animated sprites.
API documentation for the commands is better.
Command names are consistent. For example, to add to a sprite list you use the
append()method, like any other list in Python. Pygame uses
Parameter and command names are clearer. For example, open_window instead of set_mode.
Less boiler-plate code than Pygame.
Basic drawing does not require knowledge on how to define functions or classes or how to do loops.
Encourages separation of logic and display code. Pygame tends to put both into the same game loop.
Runs on top of OpenGL 3+ and Pyglet, rather than the old SDL1 library. (Currently PyGame is in the process of moving to SDL2.)
With the use of sprite lists, uses the acceleration of the graphics card to improve performance.
Easily scale and rotate sprites and graphics.
Images with transparency are transparent by default. No extra code needed.
Lots of How-To Example Code.
Features that Pygame has that the Arcade Library does not:
Has better performance for moving sprites
Python 2 support
Does not require OpenGL, so works on Raspberry Pis
Has better support for pixel manipulation in a memory buffer that isn’t displayed on screen.
Things that are just different:
Sound support: Pygame uses the old, unsupported Avbin library. Arcade uses SoLoud. Supports panning and volume.