I considered box2d, but the pymunk bindings seem more maintained than the pybox2d ones, Im well that box2d has a greater feature set, but I would go the more pythonic way, as cocos did compared to pygame.
As for model view controller, as cocos already provides the view code, and pymunk/pybox already provide the model, so the controller is really the missing part. > > > 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 > > > > > My first approach to use cocos + phys engine would be in the line of > model-view-controller. Because: > 1. easy to upgrade actor presentation. You start with a square, then > refine visuals without need to perturb the phys part > 2. your model actors and world would be much more compact and simpler > 3. decoupling > > Two cocos MVC examples (with ad-hoc physics, not chipmunk or box2d): > 1. tetrico, in the docs and examples for cocos > 2. http://code.google.com/p/pigeonsgame/ > > Also for physics by the way of box2D see this, (quoting riq) > """ > > Hi, > here is another game done for pyweek using cocos2d. > > download: > http://media.pyweek.org/dl/9/GasMan/gasman-1.0.tar.gz > > technical details: > It uses pybox2d. > The integration between pybox2d and cocos2d was done with the > gamelib/box2d_callbacks.py > This file is heavily based on the pybox2d testbed example. But some > modifications were made in the fwDebugDraw class, like adding pixel to > meters ratio. > If you are planning a cocos2d + box2d game, this file > (box2d_callbacks.py) is good starting point. > > The game also uses SVG levels. > The .svg files contains the physics information like: > - bodies and shapes > - static or dynamic shapes > - shapes data: restitution, friction, density > - plus sprite info > so coding new levels was relatively easy. > > If you are interested in the details, the gamelib/svg_box2d_parser.py > has the implementation. > """ > (end quote) > > > -- > claudio > > > -- > 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. -- 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.
