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Re: [pygame] "Nutshell" Simple Game Framework



Ill be willing to try it once your done and tell me how it works.  Will this be able to work with other library frame works? :D(me be the noob but o well).

On 4/8/07, Kris Schnee <kschnee@xxxxxxxxxx> 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



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