Hi!

On Tue, Oct 27, 2020 at 8:12 AM Facundo Batista <[email protected]>
wrote:

> I'm sure I will be sending other mails asking for stuff (sometimes
> simple stuff, my cocos2d foo is rusty), but wanted to confirm some
> assumptions:
>
> - the best way to provide "audio" is through pygame internals,
> `cocos.audio.pygame`.
>
>
Maybe. Relies on old ctypes bindings, probably assuming 32 bits binaries,
and some distros ditched automatic 32bits support.
Needs testing

The current pyglet relies on ffmpeg v4.x for audio.video, via ctypes over
the shared libs

For windows and mac the package  pyglet-ffmpeg2, available from pypi
provides the necessary binaries (not sure if on latest mac)

In Linux / debianites, if ffmpeg not included  maybe 'apt-get ffmpeg' would
suffice (the related pyglet doc section is a bit too generic to tell,
https://pyglet.readthedocs.io/en/latest/programming_guide/media.html#ffmpeg-installation
) . Maybe you could ask in the pyglet about installation experience and
details.


> - there is NO easy/simple way of adding physics (like, integrating
> with Box2D or Chimpunk).
>
>
For your target (' reduce the barrier of usage'): No.
Barriers are:
 - binaries distribution
 - per-case tweaking the simulation to not do silly things


> - collisions are supported by cocos2d but with "rectangles", no
> polygons or "the no transparent part of a PNG with transparency".
>
>
Axis Aligned Rectangles or circles, no pixel perfect collision detection.


> Any light on those details, appreciated.
>
> Thanks!
>
>
You are wellcome

A project that aims in that direction is pyarcade
  - pyarcade  https://arcade.academy
  -  realpython.com/arcade-python-game-framework


-- 
> .    Facundo
>
> Blog: http://www.taniquetil.com.ar/plog/
> PyAr: http://www.python.org.ar/
> Twitter: @facundobatista
>
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