Specifically, that if I planned to create a game simulating, to some extent, the vagaries of Newtonian space, that I would need to employ what is, in the parlance of les programmeurs, a "physics engine."
Physics: it's everywhere! |
Not that physics frameworks aren't wonderful things. It's just that Box2d and Chipmunk are in C++ and C, respectively, and I'd like to get a better handle on cocos2d itself before moving on to new jungles with new tigers.
I lost track of which was which. |
Which is to say, my verdict on the Box2d vs Chipmunk non-debate is: they both suck if this is your first try at making a game. Chipmunk has an Obj-C port which is super exciting up to the moment you find out it costs $200 to license. And the separation between the physical representation of your world and the visual representation of your world is frustrating. Perhaps as I continue I'll find a good reason for this. Objective-C's delegates would seem to lend themselves to conveniently adding physical properties and interaction to visual objects, or vice versa, but alas.
A brief note on tutorials available: there is indeed a lovely series right here, but it includes some unsavory coding practices, including magic numbers, poor factoring, and unnecessarily costly algorithms.
* A maneuver indicating distress of the brain, immortalized by the renowned pop culture commentator R. Cota after being subjected to the film 'Gone in 60 Seconds.'
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