I’ve maked some games with cocos2d-x v2.x and all the times i’ve used box2d and physics editor to create the shapes.
At the time im creating a new game with v3.2 and i have some doubts:
1- what is the best bet? Use box2d or Cocos2d-x integrated physics?
2- if i want to use box2d how i can enable its integration if im already working in a new v3.2 from scratch game without activating them on the initial setup? I think the box2d is pre-bundled with cocos2d-x
3- what is the best physics editor for v3.2? Physics Editor or R.U.B.E?
4- Has the Physics Editor a loader for integrated physics of v3.2? And for box2d In v3.2?
At This time i already make some games with box2d and no problem. I only use a chipmunk based physics In a game that i made In cocos2d-swift v3. What is the best physic engine for u guys?
And about the editor: has the physics editor from code’n’web a loader for cocos2d-x v3.2 integrated physics or only for box2d?
R.U.B.E is box2d I’m not really sure about Physics Editor by Code n Web. I’ll e-mail Andreas and ask him to reply to this thread about his own product.
I already decide that i will use box2d. I found your GB2ShapeCache-x in github but have to be ported to support cocos2d-x v3 (replace CCArray, CCString, CCDictionary Etc).
Another question: Do you plan support joints in physics editor?
Hi Andreas, did you manage to write that tutorial? Having trouble to find good tutorial for cocos2d-x using PhysicsEditor, looks like they are all for Cocos2D