Box2Dweb
Krzysztof ‘Chris’ Szafranek
about:me
about:me
about:me
about:me
about:me
Box2D is:
multiplatform   2D   physics engine
Box2D is:
multiplatform     2D   physics engine
C++
C#
ActionScript
Java
Box2D is:
multiplatform     2D     physics engine
C++               x, y
C#
ActionScript
Java
Box2D is:
multiplatform     2D     physics engine
C++               x, y   gravity
C#                       friction
ActionScript             collision detection
Java                     motion simulation
Vocabulary
Vocabulary
b2AABB
Vocabulary
b2AABB
b2World
Vocabulary
b2AABB
b2World
b2Shape
Vocabulary
b2AABB
b2World
b2Shape
b2Fixture
Vocabulary
b2AABB
b2World
b2Shape
b2Fixture
b2Body
Program structure
Program structure
1. Axis-Aligned Bounding Box
Program structure
1. Axis-Aligned Bounding Box
2. World
Program structure
1. Axis-Aligned Bounding Box
2. World
3. Gravity
Program structure
1. Axis-Aligned Bounding Box
2. World
3. Gravity
4. Bodies
Program structure
1. Axis-Aligned Bounding Box
2. World
3. Gravity
4. Bodies
5. Placement, forces and impulses
Program structure
1. Axis-Aligned Bounding Box
2. World
3. Gravity
4. Bodies
5. Placement, forces and impulses
6. Loop: position calculations
Program structure
1. Axis-Aligned Bounding Box
2. World
3. Gravity
4. Bodies
5. Placement, forces and impulses
6. Loop: position calculations
7. Loop: rendering
Demo!

www.lenart.pl
Do I need physics engine?
DOM vs. <canvas>
Where do I begin?
   code.google.com/p/box2dweb
       www.box2d ash.org
   view-source:http://lenart.pl/
Questions!
Bonus:


boxcar2d.com
ank you!


  Pixels by Chris Bringhurst:
 captainslam.deviantart.com

Box2Dweb

Editor's Notes

  • #2 \n
  • #3 Not Kevin Bacon!\n
  • #4 Not Kevin Bacon!\n
  • #5 Not Kevin Bacon!\n
  • #6 Not Kevin Bacon!\n
  • #7 Not Kevin Bacon!\n
  • #8 Not Kevin Bacon!\n
  • #9 \n
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  • #12 \n
  • #13 Axis Aligned Bounding Box &amp;#x2013; coordinates, must be large enough\nUnits: meters (30px)\nFixtures store information about individual shapes\nBodies: static, dynamic. Sleeping\n
  • #14 Axis Aligned Bounding Box &amp;#x2013; coordinates, must be large enough\nUnits: meters (30px)\nFixtures store information about individual shapes\nBodies: static, dynamic. Sleeping\n
  • #15 Axis Aligned Bounding Box &amp;#x2013; coordinates, must be large enough\nUnits: meters (30px)\nFixtures store information about individual shapes\nBodies: static, dynamic. Sleeping\n
  • #16 Axis Aligned Bounding Box &amp;#x2013; coordinates, must be large enough\nUnits: meters (30px)\nFixtures store information about individual shapes\nBodies: static, dynamic. Sleeping\n
  • #17 Axis Aligned Bounding Box &amp;#x2013; coordinates, must be large enough\nUnits: meters (30px)\nFixtures store information about individual shapes\nBodies: static, dynamic. Sleeping\n
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  • #27  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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  • #29 Interactivity vs. speed\n
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