Using Physics Editor and using it's .plist Cocos2d-x V3 for better collision detection - cocos2d-x

I was working on a cocos2d-x project. Its a simple game. Everything is working right apart from collision. Though, It is working but collision is not very realistic. I browsed and discovered something called - Physics Editor. I read tutorials from - http://www.codeandweb.com. It generates a .plist of your sprite. I'm making game for android in c++.
Now the problem -
How to use that .plist with cocos2d-x V3.8. Is it a good idea to make collision detection better this way?
I want to start with box2d and chipmunk but there are no good and new tutorials. In case you have anything, Feel free to suggest. Thanks is advance !

Actually Physics Editor itself provides special C++ class for loading its plist and creating PhysicsObjects from it.
You can easily get it on github: https://github.com/CodeAndWeb/PhysicsEditor-Loaders/tree/master/cocos2d-x

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Collision filtering in libgdx using Liquidfun

I successfully implemented liquidfun extension in my libgdx/box2d project, but the particles that are created in the box2d world doesn't seem to collide with anything at all when used in my project. The test code given with the setup works good in the way that it collides with the rigid bodies.
I actually want to know any way that collision filtering can be done between the particles and rigid bodies here. Apparently categorybits/maskbits do not work here. Please Help!

Simple Terrain and Terrain Following Camera Implementation in LibGDX

I apologize if this topic is duplicated, but I not find something simple on other topics.
I'm new in 3D with LibGDX and I'm trying to make a basic implementation of a 3D Terrain (even very simple, only an inclined plane) and a Terrain Following Camera.
I've googled but not found an example so simple as well for a beginner.
Can anyone give me an example code or indicate where I can find?
I've tried to use this: https://github.com/eerock/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/TerrainTest.java, but it does not work, because I'm using the LibGDX 1.9.3 with OpenGL 2.0.
Thanks in advance for any help.

Refactoring for starling

I'm making a flash app for AIR. The app is mostly made, but I'm not happy with rendering speed on mobile (render mode - gpu).
I know there is a framework that allows user-friendly way to work with Stage3d called Starling, but I've never used it.
After looking into it and following through some tutorials I've noticed that I need to rename all package flash default classes, e.g flash.display.DisplayObject -> starling.display.DisplayObject.
But such action might be destructive to my code base, plus, I have other frameworks attached that work with some flash package classes.
Is there a way to attach Starling to a complete project without re-naming all the package names, changing assets and re-factoring all frameworks that work with default AIR API?
If you're thinking of switching to Starling, you'll have to redesign your whole rendering code. Starling is no drop-in solution. Just renaming classes in your existing code will not do because it completely replaces flash display list for Direct3D, which does all it's rendering with GPU, with all the differences it brings: bitmapped graphics, texture atlases, careful draw ordering. Learning curve can be a bit steep in the beginning but once you get familiar with basic concepts it's a breeze to work with.
IMHO, it's well worth the effort, especially on mobile. Code that ran in low 10s of FPS in classic display list can easily be made to run at solid 60fps with Starling. Basically, for flash on mobile, Stage3D is the only game in town. And Starling is the best supported and widely accepted framework for 2D stuff on Stage3D, with lots of supporting libraries and a very helpful community of developers.
Go on, take the plunge, you won't regret it.
You can run Starling and a native flash application layer at the same time but it wouldn't give you an optimum experience.
If you want to take full advantage of the gpu acceleration of Stage3d and Starling though it would be preferable to refactor your existing code to use Starling display objects rather than Flash display objects.
You might want to post this question on the Starling forum, they are very helpful guys and it's a thriving developer community! - http://forum.starling-framework.org

Different Particles Editor for LibGdx

I'm a newbie in 2d game programming. I currently use for my project libgdx framework. I want create particles effect but the particle editor that came with library is not very easy for me. Is there a possibility to use different program to create particles and use with libgdx?
Right now this is the only Particle Editor with support for Libgdx. You may use another one. But you would need to write a loader for it. Which is much harder than learning how to use the Libgdx one.
I advice you to take some time to learn it. Its worth it.

Actionscript 3D engine

I'm new to 3D, so asking for help. I need to make walking simulator on AS3: first-person view, moving through rooms and corridors. I don't need any physics, only moving and looking. Could someone tell me, what's the best actionscript-3 3d framework to implement needed functionality? Explanation is welcome :) Thanks!
Away3D. Best open source (and probably best of all) 3D engine on flash. You can either do this using the old away3D version for flash player 10 and under, or using away3D for the new Molehill 3D api's. Links:
Away3D 4.0 (Molehill APIS)
http://away3d.com/
Away3D 3.5 For Flash 10 and under
http://away3d.com/away3d-3-5-0-2-5-0-released
Post on an animated walk-cycle done programatically in real-time using (I believe) away3d. Also discusses pros/cons somewhat of away3d.
http://www.everyday3d.com/blog/index.php/2009/02/09/making-things-walk-in-flash-3d/
Also the away3D SVN is packed full of demo's with source code for all of these things you see in the links + much more.
http://code.google.com/p/away3d/source/browse/#svn%2Ftrunk
Note that the broomstick branch in the trunk is the away3D 4.0 branch, targeting the beta flash player 11. More NFO on that here:
http://blog.ascensionsystems.ca/?p=147
I see that Away 3d has been mentioned already
the other options are Alternativa and nd3d
beyond that you might want to look into flare3d and unity3d.
Papervision looks like it's not keeping with times, but pretty similar to away3d, more resources()tutorials), but no molehill APIs