Chapter 6. Applications of Physics
Physics-based games provide players with a unique type of experience not encountered in many other genres. This chapter covers the use of AndEngine's Box2D physics extension. Our recipes include:
Introduction to the Box2D physics extension
Understanding different body types
Creating category-filtered bodies
Creating multiple-fixture bodies
Creating unique bodies by specifying vertices
Using forces, velocities, and torque
Applying anti-gravity to a specific body
Working with joints
Creating a rag doll
Creating a rope
Working with collisions
Using preSolve and postSolve
Creating destructible objects
Raycasting