Box2d is definitely fun to play with but it's really only good for games that 
inherently need physics simulation - Angry Birds is a good example. (BTW, box2d 
is also the physics engine in Sprite Kit, which is basically Apple's cocos2d 
Lite - since the cocos2d developers started focussing on the cross-platform C++ 
cocos2d-x rather than the Apple only Objective-C original.)

Here's a recent article on why you don't want to use a physics engine for a lot 
of 2D games:
http://www.learn-cocos2d.com/2013/08/physics-engine-platformer-terrible-idea/


I've personally been having lots of similar issues with Unity3D building some 
micro-games recently. The games involve some "magic" and thus objects that 
don't obey physics. Their interaction with objects that do obey physics needs 
quite a lot of tweaking. Also physics simulation at high performance on a 
mobile device is quite CPU intensive, so they turn down the accuracy (this is 
much more of a problem in 3D than 2D) - that results in lots of tweaks just to 
avoid simple things like falling objects going straight through the floor! All 
in all I think it's debatable whether I'd have saved time simply ignoring the 
physics engine and coding my own limited physics for the little parts of it I 
needed. You get a lot working quickly by plugging into the physics engine but 
it then takes ages to polish it to an acceptable quality.

I few years ago I ported a successful side scrolling platform game from iOS 
(cocos2d) to Qt. It did all of its own physics for gravity and collisions and 
that probably added up to significantly less than 100 lines of code - all very 
simple maths and not optimised. That still ran comfortably at 60fps on the 
early iPhones and iPod Touches.

I'm not saying box2d isn't a good thing to have for LiveCode, I'm just 
suggesting we shouldn't expect it to turn the platform into a gaming 
powerhouse. :)

Mark


________________________________
 From: John Craig <j...@splash21.com>
To: use-livecode@lists.runrev.com 
Sent: Wednesday, 21 August 2013, 12:26
Subject: Re: Sprite Kit, Box2D, Performance and LiveCode's Approach to Game 
Coding
 

I'm also interested in creating games with LiveCode and looking forward 
to box2d integration.  I've been checking out Corona and (more recently) 
- Unity (3D), to familiarize myself with physics stuff.  It makes a 
massive difference having a physics engine taking care of collisions, 
gravity, etc.  I assume that box2d performance with LiveCode will be on 
a par with other platforms using the same engine, so it will really open 
up a lot of possibilities :D

The following Unity demo only required a couple of hundred lines of 
code, since all the physics was taken care of, so I'm really looking 
forward to seeing what LiveCode is capable of in the coming months.
http://youtu.be/XuA5xbsdx_M

Since Unity has a web player, you can have a play around with the demo here;
http://splash21.com/Buggy/
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