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 -~----------~----~----~----~------~----~------~--~---
