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  • Book Overview & Buying Cocos2d-x by example (update)
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Cocos2d-x by example (update)

Cocos2d-x by example (update)

By : Roger Engelbert
4.9 (10)
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Cocos2d-x by example (update)

Cocos2d-x by example (update)

4.9 (10)
By: Roger Engelbert

Overview of this book

If you are a game enthusiast who would like to develop and publish your own game ideas onto different app stores, this is the book for you. Some knowledge of C++ or Java is helpful but not necessary.
Table of Contents (14 chapters)
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13
Index

Chapter 8. Getting Physical – Box2D

It's time to tackle physics! Cocos2d-x comes bundled with Box2D and Chipmunk. These are so-called 2D physics engines – the first written in C++ and the second in C. Chipmunk has a more recent Objective-C port but Cocos2d-x must use the original one written in C for portability.

We'll be using Box2D for the examples in this book. The next two games I'll show you will be developed with that engine, starting with a simple pool game to illustrate all the main points about using Box2D in your projects.

In this chapter, you will learn:

  • How to set up and run a Box2D simulation
  • How to create bodies
  • How to use the debug draw feature to quickly test your concepts
  • How to use collision filters and listeners
CONTINUE READING
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