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Box2D tutorials - Introduction - iforce2d. Last edited: April 07 2014 Chinese version -> 中文 Introduction Box2D is the world's most ubiquitous 2D physics engine. It's light, robust, efficient and highly portable. It has been battle-proven in many applications on many platforms, and it's open-source and free. Check out the Box2D website at A physics engine simulates the physics of objects to give them believable real-life movement. Box2D is written in C++, but has been ported to many different languages by the user community. A physics engine is not a game engine. Box2D C++ tutorials The user manual explains almost everything you need to know about using the library, at least for C++.

Looking around on the net, I found some people have already done a pretty good job of this: Allan Bishop (Flash) Emanuele Feronato (Flash) Flashy Todd (Flash) Ray Wenderlich (objc/c++/iPhone) Seth Ladd (Javascript) Coding Owl (Javascript) ... you? Basic usage Requirements Dedication Feedback. Game Development Stack Exchange. PixelProspector – the indie goldmine. Gamasutra - The Art & Business of Making Games. HTML5 Game Devs Forum. Blog | Game dev Helper | 2d game creation tools and tutorials. Game Physics 101. Monkey X. The guide to implementing 2D platformers | Higher-Order Fun.

Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games.

If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers. It’s possible that they are not ACTUALLY implemented in this way, and merely behave in an equivalent way. Also note that tile sizes are for the game logic, graphical tiles might be of a different size. I can think of four major ways in which a platform game can be implemented. From simplest to most complicated, they are: Type #1: Tile-based (pure) Flashback, shown with tile boundaries How it works.