All posts about Box2D

Create complex Box2D shapes in a click with PhysicsEditor

With Box2D is very easy to create primitives like boxes or spheres, but when you have to handle more complex shapes, things get nasty. You have to use compound objects and it’s not as intuitive as it should be. In our help comes PhysicsEditor by Andreas Low The software allows you to create complex bodies […]

Box2d Flash Alchemy Port + World Construction Kit

I already showed you two ways of editing Box2D environments with Bison Kick and simply using the Flash IDE. Today I’ll show you the most advanced editor at the moment: World Construction Kit made with Box2D C++ 2D physics engine compiled with Adobe Alchemy. The demos on the official site are really awesome and the […]

Create Box2D levels in a quick with Bison Kick

Some time ago I published a Basic Box2D editor using Flash movieclips. Now it’s time to show you something way more interesting called Bison Kick by Jacob Schatz who runs the blog (bookmark it! It contains a lot of useful information). It’s an online Box2D editor with live preview. Besides it’s still under development, […]

Basic Box2D editor using Flash movieclips

When you are about to design a level or whatever else in Box2D, you have to face some design issues due to different unit measurements (Flash works with pixels while Box2D uses meters) and the common problems in level design: the need to have a WYSIWYG interface. Some frameworks such as Citrus Engine, have a […]

Following a body with the camera in Box2D

If you want to make a good game, a good camera movement is necessary. This time we’ll learn to follow a Box2D object with the camera. Box2D does not have a “camera”, so we will have to move the stage according to body position. This is the same script as Real world catapult using Box2D […]

Quoted on Adobe Edge: April 2010 edition

If you want to read an interesting article about Flash games and physics, I suggest you to point your browser on Developing physics-based games with Adobe Flash Professional by Samuel Asher Rivello. I was quoted in the article, but what makes it really great is the way it will guide you through the creation of […]

Real world catapult prototype using Box2D – Cleaner code

We got it. After the first catapult prototype and the “slippery wheels” sequel, this is a version with realistic movement and a lot cleaner code. To add realistic movement I defined friction and restitution, making useless the CreateFixture2 function and widely using the more appropriate CreateFixture one. This way I have full control on fixtures, […]