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Re: [pygame] The gsoc project physics engine, some issues?



Hi Peter,
 
   Yes, the problems exist in this engine. It needs future works. Now, Google suggests us the students "pencil-down" after August 18th and make final evaluation on these gsoc projects. So, during this time, I didn't add any codes and functions. The version of this physics engine is still 0.1. After gsoc 2008 final evaluation, I think I'll continue my work in my idle time. 
   Your directions are right, all of these should be done to make the physics engine more usable. Thank you very much.
 
Best Wishes
Zhang Fan

Peter Gebauer <peter.gebauer@xxxxxxxxxxxxxxxxxxxxx> 写道:
Hey all!

I wondered if the these two issues will be addressed?

1) The fact that heavy mass objects fall through static objects with low
mass. Static objects should probably be treated like inf mass.
(it's as if they first hit water and then slowly sink through)

2) Locked joint rotation. There should be a way to make sure that joints
do not rotate.

3) Round shapes.

4) Callbacks. Is there any way to override the default behavior of a
collision? It could be a simple Python method override where the method
accepts the new body paramaters (velocities, etc).

5) Open polygon (i.e walls). A lot of 2D physics engines support walls,
single, blocking lines in a sequence. It's not necessary, but sure would be
nice to have an open polygon shape for collision testing.

An additional inquiry about collisions, is there a way to test for
collisions without running the simulation? It would be very nice to have the
collision code for shapes avaialable for use in games even without the
physics simulation going on.

That's it for now. :)

/Peter




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