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 -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en.
