Download Box2D for Flash Games, by Emanuele Feronato
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Box2D for Flash Games, by Emanuele Feronato
Download Box2D for Flash Games, by Emanuele Feronato
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Create amazing and realistic physics-based Flash games using Box2D
Overview
- Design blockbuster physics game and handle every kind of collision
- Build and destroy levels piece by piece
- Create vehicles and bring them to life with motors
In Detail
Physics games are getting more and more popular, and Box2D is the best choice if you are looking for a free, stable and robust library to handle physics. With Box2D you can create every kind of 2D physics game, only coding is not the fun part, but the game itself.
"Box2D for Flash Games" will guide you through the process of making a Flash physics game starting from the bare bones and taking you by hand through complex features such as forces, joints and motors. As you are learning, your game will have more and more features, like the physics games you are used to playing.
The book analyzes two of the most played physics games, and breaks them down to allow readers to build them from scratch in a step-by-step approach.
By the end of the book, you will learn how to create basic primitive bodies as well as complex, compound bodies. Motors will give life to cars, catapults and siege machines firing bullets, while a complete collision management will make your game look even more realistic.
If you want to make full Flash games with physics, then Box2D for Flash Games will guide you through the entire process of making a Flash physics game.
What you will learn from this book
- Create a physics world with gravity
- Manage materials assigning physics properties
- Interact with physics bodies using mouse or keyboard
- Build vehicles with joints and motors
- Handle every kind of collision
- Add forces and impulses to bodies
- Turn your graphic assets into physics bodies
- Fire bullets and destroy bodies
Approach
This book is a step by step guide to create games with Box2D explained in a simple and friendly way.
Who this book is written for
Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don’t have to be an AS3 hero: if you know how to create classes and functions with AS3, then you can make your first physics game!
- Sales Rank: #3497028 in Books
- Published on: 2012-11-23
- Released on: 2012-11-23
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .38" w x 7.50" l, .65 pounds
- Binding: Paperback
- 166 pages
About the Author
Emanuele Feronato
Emanuele Feronato has been studying programming languages since the early eighties, with a particular interest in game development. He taught online programming for the European Social Fund and founded a web development company in Italy.
As a game developer, he developed Flash games sponsored by the biggest game portals and played more than 70 million times, and now is porting most of them on mobile platforms.
As a writer, he worked as technical reviewer for Packt Publishing and published a book about Flash game development.
His blog, http://www.emanueleferonato.com, is one of the most visited blogs about indie programming.
Most helpful customer reviews
0 of 0 people found the following review helpful.
Excellent Box2D Resource
By Niilo T.
I've been following Emanuele Feronato's Box2D work through his website for some time now, and his experiments and tutorials have been invaluable to me in learning how Box2D works and how to implement it within games. If you ever Google "Box2D Flash something something...", links to his site are all over the first page of results, and he's my go-to resource now whenever I want to understand how something works with this wonderful engine. This book encompasses a lot of what he has taught on his site, but here it is all incorporated and solidified in a linear format into one incredibly useful volume. This book covers the basics of Box2D, and I really hope there will be a second publication from him covering more advanced topics.
1 of 1 people found the following review helpful.
Great introduction to Box2D
By ChrisC
This book serves as a great introduction to the popular Box2D physics engine. It guides you through the fundamentals, relating each new concept to real-world games. Over the course of its eight chapters you'll unlock the secrets of two popular games in particular: Angry Birds and Totem Destroyer. In fact you'll be lead through the steps to actually create clones of each game.
The early chapters get you up and running, covering installation, creating your game's physics worlds, and the basics of interaction. As you progress, more advanced topics are addressed including applying forces, collision detection, joints, and motors. Everything is handled in a clear, straight forward manner, with simple ActionScript examples being used to cement each new concept.
At only 166 pages, Box2D for Flash Games is a relatively short and enjoyable read. I was surprised and impressed by the number of practical examples the author managed to cram into such a short space. The author does an excellent job of introducing the reader to the exciting world of 2D physics engines. By the book's end you'll be in a position to start developing your own physics-based games with your new found knowledge. Highly recommended for Flash/ActionScript developers looking to expand their game development skills.
0 of 0 people found the following review helpful.
Learn Box2D!
By Jesse Sternberg
Author of the Box2D Flash Alchemy port here. I've been working with Box2D in the Flash ecosystem for about 5 years now. If you're interested in developing physics based Flash games, Box2D is a must learn, and this book is a great introduction to the concepts you'll need to master.
I often see newcomers to Box2D try to jump in without a solid grasp of some of the more difficult - but fundamentally important - concepts such as time step iterations, scaling between graphics & Box2D coordinates, contact filtering, bullets, sensors, etc. This book covers all of these in great detail. Normally I encourage newcomers to read the Box2D manual, but I think this book does a much more thorough job of explaining everything. Plus, the manual only references the C++ version. This book is targeted specifically for Flash.
Bonus points for demonstrating how some of the most successful Flash physics games can be recreated using Box2D.
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