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Physaxe : Haxe Physics Engine

Posted on Apr 06 2008

I'm please to announce the 1.0 Release of Physaxe : a Haxe 2D Rigid Body Physics Engine heavily optimized for Flash Player 9.

A demo is always better than words, so you can play the following SWF, use 1-8 keys to change the demo and click to fire a block :

[phxdemo.swf]

(if you want to check the real CPU spent by physaxe, you can press the 'D' key to disable drawing, which takes most of the CPU)

See the Physaxe project page for more informations.

Enjoy !

4 comments
  • Max
    Nov 19, 2008 at 23:17

    Love the physaxe demo, you could turn it into a small game easily by designating one brick as an identified target brick, which you have to knock off screen in the shortest time possible, and maybe progress to a new level if you do it under a certain time, or just knock off screen.

    Then you could also have an unidentified possibly random brick to do to keep you guessing, or second brick, unidentified as a bonus giving one. Plenty of variations to play with, with some imagination.

    Cheers,
    Max

  • Jan 03, 2009 at 23:23

    I am working on a small game built on top of physaxe, but am having some troubles.

    Is there a good way to test if an object is falling? I was testing to see when the body's v.y got to be very small (ie 0), but at the top of the jump this is also the case allowing for a game breaking "double jump."

    I have also tried to use polygon shaped floors, but with no success using something like:

    world.addStaticShape( new phx.Polygon( points , new Vector( 0, 0 ) ) );

    even triangles don't seem to work properly.

    Any tips?

  • Jan 03, 2009 at 23:38

    Sorry... polygons do work, I just had to swap the direction for the normals to work out right.

    Now just need to figure out a better test for falling... or rather "on top of"

  • Feb 21, 2010 at 12:58

    I just wish the documentation was more comprehensive.

    I want to delete the object receiving a collision. Is there a callback?
    I am still scratching my head for this one.

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