QuickB2 is a complete abstraction of Box2D, providing grouped hierarchies, extensible classes, and event-driven callbacks. The high-level interface enables developers to create physics simulations that are impractical to write using Box2D’s API alone.
- Top-down car physics.
- Friction in z-direction (top-down friction).
- Event-driven throughÂ revent.
- Retain mode that doesn’t require destroying/remaking objects.
- Extensible architecture.
- Nested hierarchy system similar to Flash’s display hierarchies.
- Cloneable objects.
- Highly customizable immediate-mode rendering for both debug and production purposes.
- Hooks for integration with any typical retain-mode-type rendering engine (e.g. the Flash display list).
- Various debugging tools including visualizations, mouse dragging, warnings, notifications, asserts, exceptions, and runtime GUIs.
- Pixel-based units.
- AABB and circular bounding representations.
- Easy low-level access to Box2D API in case of emergency.
- Large suite of “stock” functions and classes to address common needs.
- Individual polygons may be concave and have any number of vertices.
- All kinds of joints, including built-in spring joints.
- Physics world is completely changeable within contact callbacks.
- WYSIWYG editing environment for Flash CS5.
- Built-in system for handling your game loop and time steps.
- Easy API for beginners – lower-level optimizations and tricks available for advanced users.
Hi. Do you have any video tutorials ?
Hi! No I don’t. The only tutorials and docs I provide are those listed on each tool/lib. You can try to ask for some video tutorials on QuickB2’s forum.