Archive for June, 2008

Changes in Box2D 2.0.1

Sunday, June 29th, 2008

With the release of the 2.0.1 update of Box2D a couple of things have changed. Here are a couple of changes I have found. If you know of more post a comment. Creating Bodies Previously when creating bodies you had to specify if the body was static or dynamic, this is no longer the case. [...]

Box2D Joints #1 – Distance Joints

Friday, June 20th, 2008

Joints are one of the most interesting parts of Box2D. Over the next several weeks I will attempt to explain all of the Box2D joint types and possibly add a new one. Before You Start I have switched over to pixels as my primary unit for working with Box2D. This was done by changing the [...]

Motor2 – Fluid On the Brain

Friday, June 6th, 2008

While working with Box2D I came across another engine based on it called Motor2. Its creator Michael Baczynski is working on some amazing additions. What I want to see happen more then anything else is the buoyancy simulation. It makes me drool.

Multi-touch Holly Grail, 60fps

Wednesday, June 4th, 2008

Having been involved in DIY multi-touch for over a year now I am still shocked that the 60fps barrier stands. I can’t really complain because I am not a C++ programmer which prevents me from doing it myself but it’s still surprising. Most of the demos of home brew multi-touch displays get slammed for their [...]

Creating Complex Shapes in Box2D UPDATED

Monday, June 2nd, 2008

Creating complex shapes,aka compound shapes, in Box2d is accomplished by adding multiple shapes to a body. In exploring complex shapes I learned a bunch about defining objects in general. Again I couldn’t find any tutorials on this but I have been using the box2d manual. It helps but isn’t the best. Before we start When [...]