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
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