Ah, from your tutorial I just need the game framework. I'd like to write the engine myself, as I'm fairly good at maths. In my prior 2d racing project I had all the trigonometry and physics figured out. In fact, that is the most fun part of all, fiddling with the physical equations and then testing the effect it has on the car
.
I don't know if you should teach maths in your tutorial. You don't teach general programming, do you? I like your tutorial, so far, because it's a missing ingredient of how to wrap SFML libs to make an organized game framework. But if you really wish to teach trigonometry, i think its not all that hard to comprehend. Seriously, what more needs to be said than this little infographic I made?
By the way, I managed to compile PySFML2 and I'm overwhelmed by the simplicity of Python. For example, project is not kept in a file, you just open a folder and all files inside that folder are treated as part of the project. I love the language itself. In most cases there is only one right way of doing stuff, which is cool beacause understanding the code is easier that way. The syntax is clean. I downloaded a PySFML asteroids game called Multitroids and the code looks really nice, I think the structure is similar to yours. I only hope that Python won't be too slow for the game I'm planning to make.