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	<title>Sapus Media &#187; physics engine</title>
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	<link>http://www.sapusmedia.com</link>
	<description>Professional tools for iOS game developers</description>
	<lastBuildDate>Sun, 15 Jan 2012 22:33:17 +0000</lastBuildDate>
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		<title>LevelSVG map editor</title>
		<link>http://www.sapusmedia.com/2009/10/levelsvg-map-editor/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=levelsvg-map-editor</link>
		<comments>http://www.sapusmedia.com/2009/10/levelsvg-map-editor/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 10:53:00 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[box2d]]></category>
		<category><![CDATA[cocos2d]]></category>
		<category><![CDATA[LevelSVG]]></category>
		<category><![CDATA[physics engine]]></category>
		<category><![CDATA[source code]]></category>

		<guid isPermaLink="false">http://174.129.192.29/?p=145</guid>
		<description><![CDATA[My second game will be a platform game. One of the most time-consuming tasks in developing platform games is creating good level maps. Therefore, I have put a lot of effort in trying to ease this task by creating an SVG parser that supports: Basic physics objects like: rect, circle, lines, bezier paths and nested [...]]]></description>
			<content:encoded><![CDATA[<div>My second game will be a platform game.</div>
<div>One of the most time-consuming tasks in developing platform games is creating good level maps. Therefore,<span style="background-color: #ffffff;"> I have put a lot of effort in trying to ease this task by creating an SVG parser that supports:</span></div>
<div>
<ul>
<li>Basic physics objects like: rect, circle, lines, bezier paths and nested transformations</li>
<li>The possibility to edit physics properties like: density, friction, restitution and isSensor</li>
<li>The possibility to link SVG elements with pre-defined physics objects and cocos2d sprites</li>
<li>Collision detection logic between these elements</li>
<li>Jump logic (the hero only jumps when touching the ground)</li>
<li>Movement logic (tilt, d-pad)</li>
</ul>
<div>Example video:</div>
</div>
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<div>The source code of this level &#8220;editor&#8221; will be available for purchase in a few days.</div>
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		<title>Experimenting with cocos2d + physics engine</title>
		<link>http://www.sapusmedia.com/2009/08/experimenting-with-cocos2d-physics-engine/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=experimenting-with-cocos2d-physics-engine</link>
		<comments>http://www.sapusmedia.com/2009/08/experimenting-with-cocos2d-physics-engine/#comments</comments>
		<pubDate>Wed, 12 Aug 2009 15:08:00 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>
		<category><![CDATA[physics engine]]></category>

		<guid isPermaLink="false">http://174.129.192.29/blog/?p=64</guid>
		<description><![CDATA[Coding real games is the best way to evaluate how useful a game library is (like cocos2d). I&#8217;m really happy with cocos2d, and the way it has evolved, but I think cocos2d needs to have better integration with a physics engine (box2d, chipmunk, or any other physics engine). And by integration I mean: An easy [...]]]></description>
			<content:encoded><![CDATA[<p>Coding real games is the best way to evaluate how useful a game library is (like cocos2d).</p>
<p>I&#8217;m really happy with cocos2d, and the way it has evolved, but I think cocos2d needs to have better integration with a physics engine (box2d, chipmunk, or any other physics engine).</p>
<p>And by integration I mean:
<ul>
<li>An easy way to edit a <span style="font-style: italic;">physics world</span> (bodies, shapes, etc.)</li>
<li>An easy way to edit <span style="font-style: italic;">visual world</span> (eg: using tile map)</li>
<li>An easy way to match the physics world and the visual world</li>
</ul>
<p>Ideally all these steps should be integrated using just 1 editor.</p>
<p>But before coding 1 editor that integrates physics + visual worlds, I&#8217;m exploring the existent alternatives.</p>
<p>For example, the <a href="http://mapeditor.org/">tiled</a> editor is a really good tile map editor (supported since cocos2d v0.8.1), and <a href="http://inkscape.org/">inkscape</a> can be used to draw physics edges. But is it easy to mix those editors ? What are the alternatives ?</p>
<p>Well, that&#8217;s what I&#8217;m doing now&#8230; I&#8217;m building a platform game with the idea to evaluate how easy is to code it using cocos2d.</p>
<p>The 1st step I took was to learn box2d. If you want to test the latest box2d version (from svn) inside the iPhone without cocos2d, use this <a href="http://code.google.com/p/box2d/issues/detail?id=3">patch</a>. And if you want to use the latest box2d version with cocos2d, then you should use the <a href="http://code.google.com/p/cocos2d-iphone/source/checkout">latest cocos2d svn revision</a>.</p>
<p>Did you code a platform game using cocos2d ? Would you mind sharing your experience ?</p>
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