Open it up and I'll be glad to do everything I can to help. Most likely music, not art though.
I'll try my hand at graphics code although I'm still learning... and I am a Math expert so I can help with RPG-ish stuff. On Sun, 08 Apr 2007 08:29:35 -0400 Kris Schnee <[EMAIL PROTECTED]> wrote: > I'm trying to build a game framework that's simple and easy to use, > and that incorporates the ideas of a huge game space and basic > physics that I've been working on. I don't care about complex physics > simulations like hinges, and am willing to callously treat objects as > hard boxes standing upright, on or above a plane. I just want > characters that can run and jump around in a game world and interact > with stuff. > > As a result you can so far make a game world with an object in it > that can move around, with the following code: > > import Nutshell > w = Nutshell.BasicWorldsim() > w.MakeEntity(nature="Object",name="Pretzel",velocity=[1.0,0.0,0.0]) > w.SimulationStep() > > The collision detection isn't quite done yet, but motion is, it's > optimized for efficiency, and I'm going to build on the basic > worldsim class to get zones that can be loaded/saved. > > I'm willing to open-source this if anyone's interested, especially if > people are willing to help with graphics/graphics code. My question > is, does it seem reasonable to build a goodly chunk of the game > character code into the simulation, ie. having RPG stats mixed in > with the class that handles the physics of living creatures? > Considering the module as a pure physics simulation, that seems odd, > but since a physics simulation doesn't really need a "Creature" class > at all, maybe it's justified. > > Kris