Chapter 4. Physics
In this chapter, we will cover the following points:
- Box2D setup and debug drawing
- Creating collision response routines
- Using different shapes
- Dragging and collision filtering
- Manipulating physical properties
- Applying impulses
- Applying forces
- Asynchronous body destruction
- Using joints
- Creating a vehicle
- Character movement
- Simulating bullets
- Simulating and rendering a rope
- Creating a top-down isometric game engine
Introduction
For years, physics engines have been used in video games to add a sense of realism to the action onscreen. In many games, physics plays a crucial role within the gameplay. Cocos2d comes bundled with two popular 2D physics engines: Box2D and Chipmunk . In this chapter, we will explain the most common uses of physics in ...
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