Tutorial collection: Game physics & creating collision objects
The tutorial collection covers 2d game physics with engines like Box2d, Chipmunk, MatterJS for many frameworks including Phaser, PixiJS and Cocos2d-x
How to create physics shapes for Phaser 3 and Matter JS
Learn more about:
- Using Phaser 3 with MatterJS
- Edit physics shapes visually with PhysicsEditor
How to create physics shapes for Panda2 and P2 physics
In this tutorial you are going to learn
- How to set up Panda 2 with Physics (P2 engine)
- How to create basic physical shapes (circles, rectangles)
- How to create complex physical shapes (polygon based)
- How to use
PhsicsSprite
for a simple integration of physics - How to create your own classes which give you even more control over the physics simulation
How to use physics with cocos2d-x
In this tutorial you are going to learn:
- How physics enabled games work in cocos2d-x
- How to create physics collision shapes for cocos2d-x
- How to load the shapes in your game
- How to set up a simple scene with dropping objects
LibGDX Beginner Tutorial: Sprite Sheets & Physics with Box2d
Basic tutorial for libGDX users:
- Creating a new project
- Creating sprite sheets
- Using sprites
- Creating physics collision shapes
- Editing physics parameters
- Using physics in your game
Tutorial: Creating a game with Phaser and P2 Physics
This tutorial explains how to create a small physics enabled game with Phaser
- Creating physics collision shapes
- Working with collision groups
- Starting the physics simulation
- The difference between Arcade and P2 physics
Using PhysicsEditor with Cocos2D
This tutorial explains how you can use PhysicsEditor with version 3 of Cocos2D, which has integrated Chipmunk2D as physics engine.
- Create physics shapes for your sprites
- Setup your Cocos2D application
- Add collision shapes to your sprites
Exporter included for download
Continue reading...Customize PhysicsEditor Exporter
What you are going to learn:
- Anatomy of a Custom Shape Exporter
- Add new parameters to existing exporters
- Modify the output format
- Create your own exporter
Getting started with CoronaSDK and PhysicsEditor
What you are going to learn:
- create different objects
- set physics parameters
- enable fixture based collision handling
Full source code to this example project is available on GitHub
Continue reading...Getting started with PhysicsEditor and Sparrow and Box2d
What you are going to learn:
- create a sprite and attach the image object
- create a physics body object
- attach the fixtures to the body
The complete code is available on GitHub
Continue reading...Getting started with PhysicsEditor and Nape
Short tutorial how to use PhysicsEditor with Nape
Full source code to this example project is available on GitHub.
Continue reading...Getting started with Gideros and PhysicsEditor
This example teaches you how to use PhysicsEditor with Gideros to create state of the art physics enabled games.
Full source code to this example project is available on GitHub.
Continue reading...Getting started with PhysicsEditor and AndEngine
This demo project contains all you need to get started to use physics shapes created with PhysicsEditor in your AndEngine project.
Full source code to this example project is available on GitHub.
Continue reading...Example with CoronaSDK using PhysicsEditor & TexturePacker
Small example for CoronaSDK using PhysicsEditor to create the shapes and TexturePacker for the sprite sheets.
Full source code to this example project is available on GitHub.
Continue reading...Creating polygon shapes for box2d for flash / as3 using PhysicsEditor
Learn how to create collision shapes for box2d's flash/as3 port.
- Creating the box2d collision shapes using PhysicsEditor
- Setting up box2d for flash
Full source code to this example project is available on GitHub.
Continue reading...Setting collision parameters
Explaining physics parameters and collision parameters in PhysicsEditor.
Continue reading...