Physics engine or in-built engine

Is this gitbook tutorial based on the in-built physics engine (chipmunk) or is it box2d?
I have worked with box2d alot and it looks very similiar.

In my game I need to have collisions only between the player and the terrain (ground and roof). The collisions dont have to be pixel perfect.

I used to handle collisions with a quadtree efficiently.

Is the in-built physics engine enough (or even too much!) for my requirements and do I still need to use my quadtree ?

Built in is enough.

When physics was added I remember being told that our implementation was more based on Chipmunk but they wanted the API calls to feel familiar to Box2D.

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They are very familiar to box2d.

Do you know, whether chipsmunk uses some kind of quadtree/dynamic tree internaly to support huge amounts of objects?