Hey, the GlobalGameJam is over and there are some lessons learned.

One of them was, that a build in physics engine would be very practical for 
cocos.
My proposion would be the integration of the Pymunk physics wrapper for 
Chipmunk in form of a new layer (maybe a util layer) named MunkLayer wich wraps 
the pymunk model( a space ), as well as a MunkNode class, wich subclasses 
CocosNode and wraps the pymunk model objects(bodies).
In my opinion the layer would be pretty lightweight, as shapes for exaple would 
still be declared through pymunk, but it would abstract functionality that has 
to be reimplemented every time.
There should be the ability to draw the primitves of the physics model for 
debugging puposes, so the implementation of primitive objects would be on the 
list again^^.

Some open questions are how Actions would be handled,  should it be prohibited 
to use them on MunkNodes, or should they perform the corresponding actions in 
the pysics simulation.

Im currently implementing the above for my own use, and I think it would be 
very usefull with cocos.

What do you think?

Greets Jan

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