Posts Tagged ‘physics’

Box of horrors

Posted by Jussi Lepistö on Jul 01 2008

Today I adapted the nice setuptools-based plugin module from Spineless to more easily support different physics toolkits in my code, and played around a bit trying to write a Box2D plugin. Frankly, I don’t like the Box2D API design at all, and I like the pyBox2D API even less, as it’s a direct port of [...]

3 responses so far

Bullet through the wall

Posted by Jussi Lepistö on Jun 30 2008

My work with the entity system is pretty much finished for now. Everything seems to be finally working and the code is reasonably clean. I don’t want to get stuck polishing the code while it’s still missing most of the planned features. I didn’t get to gameplay / user interface stuff yet, but I hope [...]

One response so far

Day two

Posted by Jussi Lepistö on Feb 20 2008

Like yesterday, I didn’t get what I wanted to done, but did get as much done as I wanted to. Summary of today’s accomplishments:

Physics simulation for all objects, thanks to Chipmunk (see screenshot #1 below)
Units can now shoot, but turns don’t change yet (screenshot #2)
Input mapping is done in a really nice, general [...]

Comments Off