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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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Toc

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

The basics of Box2D

The Box2D manual, found at http://www.box2d.org/manual.html, summarizes Box2D as a 2D rigid-body simulation library for games. Now what exactly do they mean by rigid body? A quick search on Google and you will know that a rigid body is one that does not deform regardless of the external forces exerted on it. Thus, Box2D is built to simulate hard objects such as rocks, walls, and bowling balls rather than soft bodies such as cotton, toothpaste, and mom's pudding!

In this section, you will get a brief overview of the various components of Box2D that we will interact with in the due course of time. However, I must insist you to read the manual provided at the preceding URL for a deeper understanding of what happens under the hood of this amazing physics engine.

The first object of the engine you will create is of type b2World. This is the object that manages the entire physics simulation. It provides factory methods to create bodies and joints, and even manages their...

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