
cpplinks : A categorized list of C++ resources. awesome-bits : A curated list of awesome bitwise operations and tricks. awesome-cpp : A curated list of awesome C++ (or C) frameworks, libraries, resources, and shiny things.
awesome-d3d12 : Awesome D3D12 ecosystem. AwesomePerfCpp : A curated list of awesome C/C++ performance optimization resources: talks, articles, books, libraries, tools, sites, blogs. awesome-collision-detection : A curated list of awesome collision detection libraries and resources. hall-of-fame : Show some love to your contributors! A widget for your repo README. awesome-ray-tracing : Curated list of ray tracing resources. build-your-own-x : Build your own (insert technology here). gamedev-resources : An updated collection of useful resources to resources to design, develop and market games. awesome-gamedev : A list of Game Development resources to make magic happen. : A home for knowledge that is hard to find elsewhere. awesome-rtx : Curated collection of projects leveraging NVIDIA RTX technology (OptiX, DXR, VKR).
cpp_blogs : C++ Blogs (plus other stuff we should care about like undefined behavior). awesome-glsl : Compilation of the best resources to learn programming OpenGL Shaders. awesome-cg-vfx-pipeline : List of open-source technologies that help in the process of building a pipeline for CG and VFX productions. GameDevelopmentLinks : This is a collection of useful game-development links including, but not restricted to, development with MonoGame. awesome-behavior-trees : A list of awesome Behavior Trees resources. awesome-modern-cpp : A collection of resources on modern C++. programming-talks : Awesome & interesting talks about programming. cpp_youtube_channels : Listing of C++ Youtube channels for conferences and user groups. gamextech A web-based knowledge management system for visualizing game related technologies. SortingOrder/OrderInLayer/ZTest/ZWrite/RenderQueue. GroundBox.SetAsEdge(b2Vec2(screenSize.width/PTM_RATIO,screenSize. GroundBox.SetAsEdge(b2Vec2(0,screenSize.height/PTM_RATIO),ī2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO)) GroundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_ Add four fixtures each with a single edge
* Adds a polygonal box around the screen */ī2Body *body = world->CreateBody(&groundBodyDef) [self addNewSpriteWithCoords:ccp(screenSize.width/2, screenSize. M_debugDraw = new GLESDebugDraw( PTM_RATIO ) ĬCSpriteBatchNode *batch = capacity:150] ĬGSize screenSize =.
Click Choose, name your project, and hit Save. Now, right click on Cocos2d Box2d Application. The first thing we need to do is create a Box2D project using the built-in Box2D project template: Gideros box2d make objects not interact full#
Please refer to the project RecipeCollection02 for full working code of this recipe. The example creates a scene that allows the user to create realistic 2D blocks. (Over 90 recipes for iOS 2D game development using cocos2d with this book and ebook.)īox2D setup and debug drawing In our first physics recipe, we will explore the basics of creating a Box2D project and setting up a Box2D world. In this article by Nathan Burba, author of Cocos2d for iPhone 1 Game Development Cookbook, we will cover the following points: