
Hello,
I recently wrote an application that lets you easily create complex collision shapes by hand.
I made it because I needed such tool to quickly build some complex bodies for my games.
Features:
- Built-in collision tester! Throw balls at your body to test it,
- Supports multiple outlines for a single body,
- Two different polygonization algorithms (Ewjordan's and Mark Bayazit's),
- Visual grid with snape-to-grid option,
- Visual grid offers different resolutions for different zooms,
- Help messages everywhere!
- Simple output format, to let you create your own FixtureAtlas
About the loader: I made a loader implementation (called it FixtureAtlas) for the awesome android/desktop game framework
libGDX. However, you'll need to create your own loader if you target any other Box2D implementation. Please note that sharing your own loader would be totally awesome
Q: Why didn't you include the edition of fixture parameters like friction, restitution, etc ?A: I believe those are attributes that should be set in the code, not in a third-party editor. Usually, you'll want to make a big text file with all the parameters inside and read it at runtime, in order to easily tweak them.From the editor to your games:
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Screenshots
-------------------------------------------------------------------------The main ui, with "show grid" option enabled:

Using the built-in collision tester:
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Links
-------------------------------------------------------------------------Blog post with information:
http://aurelienribon.wordpress.com/2011 ... ditor-1-0/Project page:
http://code.google.com/p/box2d-editor/The project features downloads for the editor, the libgdx implementation of FixtureAtlas and an executable demo of the FixtureAtlas utilization.
I hope you'll find it useful!