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Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
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Author (1):
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Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
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Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

A brief introduction to RUBE


When creating a physics game that has even the most minimal level of design involved, it is often feasible to use a physics editor. Getting a physics game to feel real is a challenge that is often more time consuming than it should be. This is especially the case if you're using a physics engine that you have not created by yourself.

Out of the many physics editors that I came across, I found RUBE to be the most versatile one. RUBE was created by Chris Campbell, also known as iforce2d. If you've ever searched for queries about Box2D, more often than not, you will see Chris' name (iforce2d) in forums answering the OP's questions. You can download a trial version of RUBE at: https://www.iforce2d.net/rube/. At the time of writing this chapter, the latest version of RUBE was 1.6.1.

The preceding website has all the information you need on the features and setting up of RUBE. It even has a complete set of video tutorials that will tell you exactly how to use it. Nevertheless...

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