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 ?