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PostPosted: Tue Aug 09, 2011 4:50 am 
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Joined: Tue Aug 09, 2011 4:38 am
Posts: 5
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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 :mrgreen:

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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The main ui, with "show grid" option enabled:
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Using the built-in collision tester:
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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!


Last edited by AurelienRibon on Wed May 02, 2012 8:20 am, edited 4 times in total.

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PostPosted: Fri Aug 12, 2011 4:00 pm 
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Joined: Thu Sep 06, 2007 12:34 am
Posts: 2931
Nice work! This is a Java app?


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PostPosted: Fri Aug 12, 2011 11:35 pm 
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Joined: Tue Aug 09, 2011 4:38 am
Posts: 5
Yep. It should be portable to windows, linux and os x (but not to the others). I'm using the (awesome) desktop/android cross-platform library LIBGDX for the rendering panel, and it requires native libraries (those natives also contain the box2d implementation, accessed through a JNI wrapper).

However, I think that I'll rename "editor" to "body maker", since it's its real target. I'm working on a level editor too.

Anyway, thanks to you for this library, you really made 2d indie games enter a new area, that's something.


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PostPosted: Wed Nov 16, 2011 1:46 am 
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Joined: Tue Aug 09, 2011 4:38 am
Posts: 5
Hello!

Just to let you know, the tool has greatly evolved since first topic! It can now export to XML and JSON, in addition to the previously supported binary format. Therefore, writing custom loaders should now be really easy.

Project page: http://code.google.com/p/box2d-editor/
Changelog explanations: http://www.aurelienribon.com/blog/2011/ ... 2d-editor/

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PostPosted: Wed May 02, 2012 8:19 am 
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Joined: Tue Aug 09, 2011 4:38 am
Posts: 5
Hello!

I updated the tool. This new update features big changes! New UI, but also an auto-trace tool, support for circle shapes, and custom position for the reference point!
Enjoy!

Project (binaries + sources): http://code.google.com/p/box2d-editor/
More information: http://www.aurelienribon.com/blog/2012/ ... -0-update/
Youtube demo: http://www.youtube.com/watch?v=KASY91EiTXQ


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PostPosted: Thu May 17, 2012 3:30 pm 
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Joined: Thu May 17, 2012 3:24 pm
Posts: 1
Just wanted to let you know how amazing this is. This has helped me make huge progress on my games!

Can't express it enough. Easy, small, efficient and user friendly physics body design with fairly simple UI features, just friggen' amazing. Even has in house testing!

Thanks for developing this man. +1

PS: Had an idea, thought that maybe having a field for a gravity constant and direction could be amazing for testing/debugging, also the size of the balls you 'throw' being customizable could be helpful... But regardless, amazing stuff !


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PostPosted: Sun May 20, 2012 12:41 am 
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Joined: Tue Aug 09, 2011 4:38 am
Posts: 5
Thanks, it's always a pleasure to have such feedback :)
I considered a field for gravity. I think I may be able to add a "test params" label showing up when you select the test mode.


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PostPosted: Mon May 21, 2012 10:54 am 
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Joined: Sat May 12, 2012 4:38 am
Posts: 3
I also wanted to say thank you for this wonderful tool :)
basically I couldn't have made two of my games without it. thank you!


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PostPosted: Tue Mar 05, 2013 1:50 pm 
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Joined: Fri May 02, 2008 6:23 am
Posts: 28
Hi!

Is this project still alive?


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