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Re: [pygame] The gsoc project physics engine.



Hi Nirav!

As you can see from Zhang's post there's a difference between making soft 
bindings using ctypes and hard bindings using the Python C API.
While ctypes is convenient to use and easy to modify since only Python code 
is involved, it lacks the ability to let the programmer to extend Python 
using the underlying C API directly. It also lacks the ability to 
intergrate easy with other Python extensions. It's also a matter of speed, 
in particular when it comes to iterations, like for collision testing and 
drawing many objects. If this can all be done in C we are better off.

My plan was to build a Python extension for 2D physics that could be 
intergrated easily with PyGame, which is also a Python extension. Since two 
people have the same plan I thought we'd join up. :)

/Peter

On 2008-06-19 (Thu) 07:47, Nirav Patel wrote:
> I may be missing something, but aren't there already python bindings
> for Chipmunk? http://code.google.com/p/pymunk/
> 
> I've only experienced it as http://wiki.laptop.org/go/Pymunx although
> they use Box2d now: http://elements.linuxuser.at/
> 
> Nirav
> 
> On Thu, Jun 19, 2008 at 12:23 AM, Peter Gebauer
> <peter.gebauer@xxxxxxxxxxxxxxxxxxxxx> wrote:
> > Hi!
> >
> > I read Zhang Fan's post regarding his gsoc project, I've been looking to do
> > something similar, a Python extension for an already existing library.
> > So far I've extended Chipmunk partially over a few days of prototyping, but
> > there's no point in having two projects doing the same thing, I'd like to
> > know a bit bout the plans of the physics module for PyGame. (if you're
> > reading this, Zhang)
> > I could also help out with some testing/patching for the C Python stuff.
> >
> > /Peter
> >
>