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General discussions / Re: SFML + Box2D
« on: April 06, 2013, 01:05:31 pm »
I'm with exploiter. I've built my own very basic physics for my games so far, but wouldn't consider tackling a physics-based or very physics heavy game that way. I'm decent (although not awsome) at maths but the tougher physics algorithms make my head hurt.
I want to try out Box2D myself at some point and create a little demo game.
If it's good enough for Angry Birds:
http://techcrunch.com/2011/02/28/creator-of-angry-birds-physics-engine-calls-out-rovio-for-not-giving-him-credit/
Can't ask for much more usability testing than via a game that's sold squillions of copies across the known universe.
I want to try out Box2D myself at some point and create a little demo game.
If it's good enough for Angry Birds:
http://techcrunch.com/2011/02/28/creator-of-angry-birds-physics-engine-calls-out-rovio-for-not-giving-him-credit/
Can't ask for much more usability testing than via a game that's sold squillions of copies across the known universe.