Box2Dweb

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Introduction to Box2D physics engine for JavaScript developers. The talk was originally given at JS Berlin meeting on 17th February 2011.

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  • \n
  • Not Kevin Bacon!\n
  • Not Kevin Bacon!\n
  • Not Kevin Bacon!\n
  • Not Kevin Bacon!\n
  • Not Kevin Bacon!\n
  • Not Kevin Bacon!\n
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  • Axis Aligned Bounding Box – coordinates, must be large enough\nUnits: meters (30px)\nFixtures store information about individual shapes\nBodies: static, dynamic. Sleeping\n
  • Axis Aligned Bounding Box – coordinates, must be large enough\nUnits: meters (30px)\nFixtures store information about individual shapes\nBodies: static, dynamic. Sleeping\n
  • Axis Aligned Bounding Box – coordinates, must be large enough\nUnits: meters (30px)\nFixtures store information about individual shapes\nBodies: static, dynamic. Sleeping\n
  • Axis Aligned Bounding Box – coordinates, must be large enough\nUnits: meters (30px)\nFixtures store information about individual shapes\nBodies: static, dynamic. Sleeping\n
  • Axis Aligned Bounding Box – coordinates, must be large enough\nUnits: meters (30px)\nFixtures store information about individual shapes\nBodies: static, dynamic. Sleeping\n
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  • Axis-Aligned Bounding Box\n World\n Gravity\n Bodies\n Placement, forces and impulses\n Loop: position calculations\n Loop: rendering\n
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  • Interactivity vs. speed\n
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  • Box2Dweb

    1. 1. Box2DwebKrzysztof ‘Chris’ Szafranek
    2. 2. about:me
    3. 3. about:me
    4. 4. about:me
    5. 5. about:me
    6. 6. about:me
    7. 7. Box2D is:multiplatform 2D physics engine
    8. 8. Box2D is:multiplatform 2D physics engineC++C#ActionScriptJava
    9. 9. Box2D is:multiplatform 2D physics engineC++ x, yC#ActionScriptJava
    10. 10. Box2D is:multiplatform 2D physics engineC++ x, y gravityC# frictionActionScript collision detectionJava motion simulation
    11. 11. Vocabulary
    12. 12. Vocabularyb2AABB
    13. 13. Vocabularyb2AABBb2World
    14. 14. Vocabularyb2AABBb2Worldb2Shape
    15. 15. Vocabularyb2AABBb2Worldb2Shapeb2Fixture
    16. 16. Vocabularyb2AABBb2Worldb2Shapeb2Fixtureb2Body
    17. 17. Program structure
    18. 18. Program structure1. Axis-Aligned Bounding Box
    19. 19. Program structure1. Axis-Aligned Bounding Box2. World
    20. 20. Program structure1. Axis-Aligned Bounding Box2. World3. Gravity
    21. 21. Program structure1. Axis-Aligned Bounding Box2. World3. Gravity4. Bodies
    22. 22. Program structure1. Axis-Aligned Bounding Box2. World3. Gravity4. Bodies5. Placement, forces and impulses
    23. 23. Program structure1. Axis-Aligned Bounding Box2. World3. Gravity4. Bodies5. Placement, forces and impulses6. Loop: position calculations
    24. 24. Program structure1. Axis-Aligned Bounding Box2. World3. Gravity4. Bodies5. Placement, forces and impulses6. Loop: position calculations7. Loop: rendering
    25. 25. Demo!www.lenart.pl
    26. 26. Do I need physics engine?
    27. 27. DOM vs. <canvas>
    28. 28. Where do I begin? code.google.com/p/box2dweb www.box2d ash.org view-source:http://lenart.pl/
    29. 29. Questions!
    30. 30. Bonus:boxcar2d.com
    31. 31. ank you! Pixels by Chris Bringhurst: captainslam.deviantart.com

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