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Re: [pygame] "Nutshell" Simple Game Framework
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- Subject: Re: [pygame] "Nutshell" Simple Game Framework
- From: Charles Joseph Christie II <sonicbhoc@xxxxxxxxx>
- Date: Sun, 8 Apr 2007 12:49:51 -0400
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Open it up and I'll be glad to do everything I can to help. Most likely
music, not art though.
I'll try my hand at graphics code although I'm still learning... and I
am a Math expert so I can help with RPG-ish stuff.
On Sun, 08 Apr 2007 08:29:35 -0400
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