As I recall, your polygon's in pymunk must be defined with the correct winding. I forget if they should all be clockwise, or all anti- clockwise, but getting it wrong makes things not work. Also, I seem to recall that whichever way it specifies in the pymunk documentation, is only accurate so long as you consider your Y axis to be pointing downwards. In the opengl world we tend to think of Y-axis as pointing up, so you must reverse the winding. (ie. if pymunk docs say 'use clockwise', then you must actually use anti-clockwise)
On Aug 8, 12:31 am, dorzey <[email protected]> wrote: > I'm trying to create my first game and after some research it seems > pymunk might be a nice way to add some physics to my top down racing > game; or at least take care of collisions for me. > > However, my attempt (http://pastebin.com/m6d5a81c1) to use it has > faltered. Whilst the body, shape and sprite all seem to be having > their position updated correctly my program fails to recognise, and > then handle, the collision. What am I doing wrong? > > I'm probably missing something really obvious, but google and the > pymunk api don't seem to hold the answer. > > I'd also be interested in links to any tutorials/examples on using > pymunk with pyglet. > > Thanks, > > Dorzey --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" 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/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
