Showing posts with label box2d. Show all posts
Showing posts with label box2d. Show all posts

Thursday, July 25, 2013

MouseJoint support added to QtQuick Box2D bindings

I added support for the Box2D MouseJoint a couple of days ago to the QML Box2D bindings. A quick and dirty test video below:



Get it here.

Thursday, March 14, 2013

More QML Box2D progress and github

To start with, I pushed my enhanced version of the qml-box2d bindings to github.

It is based on Box2D 2.2.1 and adds more features:
Joint release/grab, WeldJoint, WheelJoint, FrictionJoint, Edge shape support, more properties and methods (gravityScale, getMass(), getInertia(), angularVelocity, etc) and Body fixture iteration.

Here are some videos showing usage of PulleyJoint and RopeJoin:

PulleyJoint


RopeJoint


Have fun! (oh, Qt 4.7 or 4.8 only!)

Tuesday, November 20, 2012

Retro pinball, game prototype and qml box2d demo

Something I'm working on, not that special, but kinda fun still. Uses my improved Box2D QML plugin, otherwise it is pure QML only (for now).


Thursday, October 25, 2012

QML Box2D and more features

I'm working on a couple of different games, using the QML Box2D bindings. As I'm targeting the N9, I need to use the Qt 4.x based version that has been pretty much forgotten by the authors, old version of Box2D and many features are missing. So lets scratch that itch then. The Moto Trial Racer sources where consulted for some features and ideas.

So here, my a bit more updated version of the QML Box2D bindings:
  • Box2D upgraded to 2.2.1
  • Joint release/grab
  • WeldJoint added
  • WheelJoint added
  • FrictionJoint added
  • Basic Edge shape support added
  • Missing properties and methods added (gravityScale, getMass(), getInertia(), angularVelocity, etc)
I'm also going to add RopeJoint, PulleJoint and GearJoint  support as time permits (and need arises).

Enjoy !