Posts Tagged ‘pymunk’

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 [...]

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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 [...]

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Camera, lights, action!

Posted by Jussi Lepistö on May 11 2008

As promised, I actually did some game development this week for a change. First I upgraded to Pyglet 1.1 (beta 1) and pymunk 0.7.1. After that, I finally implemented a better camera for the artillery game. It’s really nice now, smooth scrolling and zooming with constraints so you can’t move or zoom “beyond” the playing [...]

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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 [...]

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Plan for the day

Posted by Jussi Lepistö on Feb 19 2008

Ok, I’m all ready to start development for today. Today I’m going to focus on gameplay and playing around with physics assisted by Chipmunk. But first I’m going to write a bit about my plans for the game.
There are two major gameplay features and one programming technique I want to emphasize. Let’s get the dull [...]

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Day one

Posted by Jussi Lepistö on Feb 19 2008

Ok, so I didn’t actually update during the day and didn’t get an actual playable game prototype done today, but I’m damn pleased with my progress in any case. And I don’t remember programming being this satisfying for a long, long time!
Anyway, I got randomized, heightmap-based terrain and basic units implemented. You can [...]

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