https://github.com/TapirLiu/fbox2d
https://github.com/TapirLiu/fbox2d
Last synced: 5 months ago
JSON representation
- Host: GitHub
- URL: https://github.com/TapirLiu/fbox2d
- Owner: TapirLiu
- Created: 2020-01-19T14:48:14.000Z (about 5 years ago)
- Default Branch: master
- Last Pushed: 2020-01-19T14:52:58.000Z (about 5 years ago)
- Last Synced: 2024-08-03T17:11:07.918Z (9 months ago)
- Language: C++
- Size: 383 KB
- Stars: 0
- Watchers: 2
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
Awesome Lists containing this project
- awesome-flash - FBox2D - Flash AS3 port of Box2D physics engine. (Game Engines / Physics Engines)
README
*fbox2d* is a flash actionscript3 port for box2d c++ physics lib (https://github.com/erincatto/box2d).
License: zlib.
Besides fbox2d, there are other 2 actionscript3 ports of box2d: one is Box2DFlashAS3 (http://box2dflash.sourceforge.net/), the other is wck (Box2d Flash World Construction Kit, http://wiki.github.com/jesses/wck/).
The intention of fbox2d project is not to compete with the other projects. I created this project mainly for two reasons:
* my game projects need the wonderful new features in box2d v2.10;
* I didn't find an actionscript3 port for box2d v2.10 before I created the fbox2d project.One principle of the fbox2d project is to make the class names and function interfaces as similar with the c++ version as possible. Here I list the differences between fbox2d and box2d c++ version:
* because actionscript3 doesn't support polymorphism, many functions are renamed. Some constructors are changed to static functions;
* to optimize, many local variables are moved outside of function bodies and changed to static. This means the fbox2d doesn't support multi-threads. Currently, this is not bad, for flash player also doesn't support multi-threads.Because my game projects don't use all the features of box2d, the fbox2d has not been fully tested. For the tested part, it is quite stable now. I think it can be used in most game productions now. Here is the list of the features my game projects haven't used:
* friction joint, gear joint, line joint, mouse joint, pulley joint, rope joint;
* kinematics body.*NOTICES:*
* there are still rare overlapping even penetration and tunnelling cases. I haven't made a further investigation yet.