QuickBox2D Tutorial

Today the first part of a 3 part QuickBox2D tutorial went live on active.tutsplus.com

It’s an intro tutorial, so it just scratches the surface. Part 2 digs a bit deeper and part 3 covers complex stuff like joints and contacts…. (part 2 and 3 will be posted sometime in the near future).

Check it out here…

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13 Comments

  1. Posted January 27, 2010 at 11:48 am | Permalink

    does this tutorial work on mac?

  2. Posted January 27, 2010 at 11:52 am | Permalink

    that’s an odd question.. yes it does work on a mac

  3. Posted January 27, 2010 at 1:13 pm | Permalink

    uhm.. ok..
    that is because I tried it in home and it was ok.. but I tried today in my job’s computer (mac) and nothing works.. I even tried to download the source code and run… and I always got this message in any quickbox2d project:

    1017: The definition of base class b2ContactListener was not found.

  4. Rishabh Govindraj
    Posted January 28, 2010 at 1:35 am | Permalink

    lixo: you might not have box2d installed on work comp

  5. Posted January 28, 2010 at 6:06 am | Permalink

    thanks Rishabh!

    actually I was using a version that comes in a folder called “Box2D_v2.0.0″… somehow it is different and dont works
    now it is ok! :)

  6. Posted January 31, 2010 at 6:03 am | Permalink

    Nice tutorial… But I will ask something may be stupid…

    How can I get the QuickObject width and height?

  7. Posted February 1, 2010 at 9:14 am | Permalink

    depending on what your doing myQuickObject.userData.height will probably work

  8. Posted February 1, 2010 at 11:55 pm | Permalink

    I want to get the width and height of an object from the scene. I want them in QuickBox2D measures (meters). Seems like myQuickObject.userData.height returns the heght in pixels.

    I found how to get radius of a circle (maybe there is a simple way):

    var circle:QuickObject = sim.addCircle({x:3, y:1, skin:circle});
    var circleShape:b2CircleShape=circle.body.GetShapeList() as b2CircleShape;
    var r=circleShape.GetRadius();

    but I need something similar for a Box

  9. Posted February 3, 2010 at 1:34 am | Permalink

    Zevan,

    when Lixolandia asked if it worked on Mac, it reminded me of a project I was working on for a client and it involved some AIR API that would work in Windows but it wouldn’t work in Mac. I searched around the internet and found that there are indeed some things that work on Windows for the flash world and not for Macs.

  10. Posted February 3, 2010 at 9:20 am | Permalink

    I’ve also encountered things that act differently from mac to PC. I just thought it was strange since I wrote the tutorial and QuickBox2D on a mac… :D

  11. Posted February 3, 2010 at 12:09 pm | Permalink

    I know this isnt the right place to ask.. but since the post about the revolute ragdoll is a little old, I am going to ask it here:

    please Zevan, explain a little bit more about ragdolls, when you have a lil time to spend…
    please !!

  12. mrNoddy
    Posted February 22, 2010 at 2:14 pm | Permalink

    Is it possible to turn off collisions, or have only certain shapes cause collisions? For example, all objects collide with static objects but not with active objects. Can this be done?

    Or, I’m getting carried away here :), can friction between two objects occur. So, an object will ’slide’ over another object a certain amount, then carry it with it. Quick yank and it gets dragged off.

    Excellent API, makes Box2D a dream to use. :)

  13. Posted February 22, 2010 at 2:52 pm | Permalink

    all of that is possible… just look at things tagged with QuickBox2D and sift through the examples…. you’ll see examples of what you are looking for.

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