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Description

QuickB2 is a complete abstraction of Box2D, providing grouped hierarchies, extensible classes, and event-driven callbacks. The high-level interface enables developers to create physics simulations that are impractical to write using Box2D's API alone. It takes care of things that you don't want to, so that you can concentrate on your game.

Here are some examples of what it can do: http://quickb2.dougkoellmer.com/bin/qb2DemoReel.swf
Here is a place where you can ask questions: http://quickb2.dougkoellmer.com/forum

Features

  • Soft-bodies.
  • Top-down car physics.
  • Friction in z-direction (top-down friction).
  • Event-driven through revent.
  • Retain mode that doesn't require destroying/remaking objects.
  • Extensible architecture.
  • Nested hierarchy system similar to Flash's display hierarchies.
  • Cloneable objects.
  • Highly customizable immediate-mode rendering for both debug and production purposes.
  • Hooks for integration with any typical retain-mode-type rendering engine (e.g. the Flash display list).
  • Various debugging tools including visualizations, mouse dragging, warnings, notifications, asserts, exceptions, and runtime GUIs.
  • Pixel-based units.
  • AABB and circular bounding representations.
  • Easy low-level access to Box2D API in case of emergency.
  • Large suite of "stock" functions and classes to address common needs.
  • Individual polygons may be concave and have any number of vertices.
  • All kinds of joints, including built-in spring joints.
  • Physics world is completely changeable within contact callbacks.
  • WYSIWYG editing environment for Flash CS5.
  • Built-in system for handling your game loop and time steps.
  • Easy API for beginners - lower-level optimizations and tricks available for advanced users.

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