Hi
see inline answer
On Sun, Apr 14, 2013 at 09:53:42AM -0700, Cătălin Bălan wrote:
> Hi everyone,
>
> Yesterday night I found Kivy among the projects participating at GSoC this
> year (first contact with the toolkit) and I noticed that there was an idea
> for making it feel like a game engine. I've used MOAI (lua and C++), pygame
> (python), Processing (language for graphic designers), FlashPunk (flash) a
> very little bit of Unity3D (mono) and probably a couple others along the
> years, and I was actually hoping to work with MOAI for GSoC, but they
> didn't get accepted. I've now tried Kivy, and it's actually very cool and
> not as far as I thought from a game engine. The idea proposed on the
> Suggested Ideas page however is quite vague and could go in a lot of ways,
> if no one volunteered to do this yet, I'd be interested in having a
> discussion related to what would be most beneficial for Kivy to benefit
> both apps and games.
>
Great :)
> Game engines usually play a bit different with their objects (Entity,
> GameObject or sometimes Sprite) than UI toolkits (Widgets). So I tried to
> use a game engine mindset when programing with Kivy for the first time and
> tried to make a Missile Commander clone. Have a bunch of Sprites collected
> in a Scene, every one of those sprites has an update method and handles
> it's own state, and then let them loose and have them move around and play
> :).
>
> I attached my first 3-4 hour attempt at getting Kivy to act like a game
> engine (while going through the documentation repeatedly). I have a Scene
> widget there which is resolution independent and scales to fit the whole
> window (without compromising aspect ratio though) that has a main loop to
> process game logic, does some simple input events, object creation and
> destruction. The code is not 100% pretty though (did some quick prototyping
> there plus tried and failed a few times until Kivy listened to me).
Hehe, that's a nice little game, and the code seems to make good use of
kivy, not bad at all :).
>
> Actually, doing that on top of Kivy widgets was much easier than I though
> and if the goal is to make it feel more like a game engine there's not a
> lot to do. I might be wrong about the following, but:
>
> - There seems to be a resource manager already built into Kivy and
> nicely hidden from the user.
> - There is support for Atlas maps
> - Sprites are easy to build on top of existing elements
>
> There are obviously a lot of things that could benefit game development
> that don't show up in Kivy, and this is the reason behind this email:
>
> - Have a different tutorial than that pong, one that's made to focus on
> game logic and managing game objects and doesn't deal with layout that much.
> - A simple Particle System
There is the panda particle project that builds a particle system on top
of kivy, seems to fit integration nicely
https://github.com/chaosbuffalolabs/ParticlePanda
(see
https://groups.google.com/forum/#!msg/kivy-users/-u1SrDQDmMQ/Z-1W1Zf-MoIJ)
> - (as suggested) A simple grid/tile manager
Yeah, being able to manage Tiled (
http://www.mapeditor.org/) files
natively would be nice, for example.
> - Support for Texture Packer
http://www.codeandweb.com/texturepacker (this
> would actually be implemented as an export format for Texture Packer and
> then used directly from atlas, probably 0 change in Kivy code)
Good idea :)
> - Support for Box2D for physics
http://box2d.org/ (I am pretty sure
> there's a port for python as well)
There is a Cymunk (
https://github.com/tito/cymunk) integration
available, Cymunk being a cython implementation of pymunk (python
bindings from chipmunk
http://chipmunk-physics.net/), this is
incomplete, but other people have shown interest in completing it, so
there can be collaboration on that, i guess :).
> - And there are probably several more possible additions...
>
> I'd really like to help and talk a bit more about how and if I can
> contribute with this :).
Surely there can be improvement in this direction, even if kivy is a
thin/flexible enough wrapper not to compromise building games, it could
probably be made much more helpful, be it natively or using external
projects.
>
> Best regards,
Same :) and thanks for your interest!
> Cătălin Bălan
>
> PS. The assets contained in the archive are from a tutorial for MOAI SDK.
>
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