Building a Box2D project with Cocos2d-x
With version 3.x of the framework, we no longer need to specify that we want to use a physics engine. The projects add these APIs by default. So, all you need in order to create a Box2D project is to create a regular Cocos2d-x project as we've been doing with the examples so far.
There is, however, one extra step you need to perform if you wish to use something called a debug draw in your project. So let's set that up now.