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Working with the Box2D body physics engine Library. It is written in C++ by Erin Catto. Box2D was originally developed on Windows using Visual C++. Ports are also available for Flash, Java and Python. It is mentioned that you should have a basic knowledge of rigid bodies, force, torque, and impulses. I don’t have that knowledge and I don’t work in C++.
I came in contact with Box2D through Daniel Shiffman’s ‘Nature of Code’ project. He has made a library and set of examples for 2D physics simulation wrapping some aspects of JBox2D, a Java implementation of Box2D. Box2D is a true physics engine. Box2D knows nothing about graphics and pixels. It is a library that takes numbers and spits out numbers. The numbers are in meters, kilograms, seconds, and more if you want. All measurements and calculations that Box2D are for real-world measurements — only.
I always try to find out how something works. Then I attach it to a certain form. It took me some time to getting used to but in the end I found a way in which I can use the changed examples. I try to design everything as minimal as possible. In this example we are dealing with objects, boundaries and a cursor that attracts the objects. I have set gravity to zero. This means that any action of the objects can only be caused by the attraction of the cursor.
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