I`m an inexperienced python game coder, and a pyglet user.
I was wanting to experiment with some simple 3d physics, but the ODE
wrapper doesn`t seem to play nice with Python 2.6.
Since what I wanted to achieve was simple (read: not entirely
computationally intensive, less than 5 simple bodies), I started to
try and understand the maths and principles involved in writing a
simple rigid body class.
I have released what I have come up with so far in the hope that
others might help, or even find what I`ve done so far helpful.  It's
very buggy (read: broken) - but it's starting to resemble what I have
in mind, check it out if you think it might be interesting, or, more
importantly, if you can help make it something usable / useful:

http://code.google.com/p/pynewt/

It uses pyglet for rendering, and pyeuclid for the quaternion / vector
maths.
--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google Groups 
"pyglet-users" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to 
[email protected]
For more options, visit this group at 
http://groups.google.com/group/pyglet-users?hl=en
-~----------~----~----~----~------~----~------~--~---

Reply via email to