we needed that on the game jam here in cordoba as well :) I was thinking on
adding some basic collission detection to the sprite class, or creating a
ColliderSprite class that will be able to check for collisions (is this
already implemented in cocos? if so, ignore my suggestion)

Integrating a physics layer whould be really really helpful for quick games.

Thank you

On Mon, Feb 1, 2010 at 9:47 AM, Jan-Paul Bultmann <
[email protected]> wrote:

> 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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-- 
Lucas S. Caro
[email protected]
202-657-Go33 (4633)
http://www.triplesmart.com

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