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
> 
> 
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