Re: [android-developers] Box2d on Android

2013-02-25 Thread bob
Thanks.

Looks like there is a book on this:

http://www.amazon.com/AndEngine-Android-Game-Development-Cookbook/dp/184951898X/

The price of the Kindle version looks reasonable.




On Saturday, February 23, 2013 10:39:10 AM UTC-6, mbanzon wrote:

 Most examples of Box2D on Android I've seen use AndEngine: 
 http://www.andengine.org/

 fredag den 22. februar 2013 skrev bob :

 I guess that is a red herring.

 I think people must be using JBox2d.

 Here's a quick test I wrote in case it helps anyone:


 @Override
  protected void onCreate(Bundle savedInstanceState) {
 super.onCreate(savedInstanceState);
 setContentView(R.layout.activity_main);

 Vec2 gravity = new Vec2(0, -10);
 World world = new World(gravity, true);

 world.setContactListener(new My_Listener());

 BodyDef bodyDef = new BodyDef();

 bodyDef.type = BodyType.DYNAMIC;
 bodyDef.position = new Vec2(0, 110);
  bodyDef.linearVelocity = new Vec2(100, 0);

 Body body = world.createBody(bodyDef);

  PolygonShape box = new PolygonShape();
 box.setAsBox(0.5f, 0.5f);

 FixtureDef fixtureDef = new FixtureDef();
  fixtureDef.shape = box;
 fixtureDef.density = 1.0f;
 fixtureDef.friction = 0.3f;

 body.createFixture(fixtureDef);
  Vec2 pos1 = body.getPosition();
  Log.d(test, pos1:  + pos1.x + , + pos1.y);

 world.step((float) 1, 8, 1);

 Vec2 pos2 = body.getPosition();
  Log.d(test, pos2:  + pos2.x + , + pos2.y);

 }

 On Thursday, February 21, 2013 2:26:01 PM UTC-6, bob wrote:

 I heard rumors of people using Box2d on Android.

 I searched and came across this project:

 http://code.google.com/p/**androidbox2d/http://code.google.com/p/androidbox2d/

 However, it appears to be in disarray.  Does anyone know if this is what 
 people are really using to do Box2d on Android?

 Also, it has this curious outstanding issue of almost 4 years:

 *What steps will reproduce the problem?*
 1. Open androidbox2d wiki
 2. Search for instructions.
 3. Deal with disappointment and dismay. No instructions will be found.

 *What is the expected output? What do you see instead?*
 Expected instructions. Instead, I see nothing.

 *What version of the product are you using? On what operating system?*
 Latest.


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Re: [android-developers] Box2d on Android

2013-02-23 Thread Michael Banzon
Most examples of Box2D on Android I've seen use AndEngine:
http://www.andengine.org/

fredag den 22. februar 2013 skrev bob :

 I guess that is a red herring.

 I think people must be using JBox2d.

 Here's a quick test I wrote in case it helps anyone:


 @Override
 protected void onCreate(Bundle savedInstanceState) {
 super.onCreate(savedInstanceState);
 setContentView(R.layout.activity_main);

 Vec2 gravity = new Vec2(0, -10);
 World world = new World(gravity, true);

 world.setContactListener(new My_Listener());

 BodyDef bodyDef = new BodyDef();

 bodyDef.type = BodyType.DYNAMIC;
 bodyDef.position = new Vec2(0, 110);
 bodyDef.linearVelocity = new Vec2(100, 0);

 Body body = world.createBody(bodyDef);

 PolygonShape box = new PolygonShape();
 box.setAsBox(0.5f, 0.5f);

 FixtureDef fixtureDef = new FixtureDef();
 fixtureDef.shape = box;
 fixtureDef.density = 1.0f;
 fixtureDef.friction = 0.3f;

 body.createFixture(fixtureDef);
  Vec2 pos1 = body.getPosition();
  Log.d(test, pos1:  + pos1.x + , + pos1.y);

 world.step((float) 1, 8, 1);

 Vec2 pos2 = body.getPosition();
  Log.d(test, pos2:  + pos2.x + , + pos2.y);

 }

 On Thursday, February 21, 2013 2:26:01 PM UTC-6, bob wrote:

 I heard rumors of people using Box2d on Android.

 I searched and came across this project:

 http://code.google.com/p/**androidbox2d/http://code.google.com/p/androidbox2d/

 However, it appears to be in disarray.  Does anyone know if this is what
 people are really using to do Box2d on Android?

 Also, it has this curious outstanding issue of almost 4 years:

 *What steps will reproduce the problem?*
 1. Open androidbox2d wiki
 2. Search for instructions.
 3. Deal with disappointment and dismay. No instructions will be found.

 *What is the expected output? What do you see instead?*
 Expected instructions. Instead, I see nothing.

 *What version of the product are you using? On what operating system?*
 Latest.


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http://michaelbanzon.com/

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[android-developers] Box2d on Android

2013-02-21 Thread bob
I heard rumors of people using Box2d on Android.

I searched and came across this project:

http://code.google.com/p/androidbox2d/

However, it appears to be in disarray.  Does anyone know if this is what 
people are really using to do Box2d on Android?

Also, it has this curious outstanding issue of almost 4 years:

*What steps will reproduce the problem?*
1. Open androidbox2d wiki
2. Search for instructions.
3. Deal with disappointment and dismay. No instructions will be found.

*What is the expected output? What do you see instead?*
Expected instructions. Instead, I see nothing.

*What version of the product are you using? On what operating system?*
Latest.


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[android-developers] Box2D on Android via JNI

2010-05-14 Thread Mario Zechner
Hi there,

i thought i'd post a link here for future reference. I wrote a
complete JNI bridge to the latest Box2D release for Android. All
relevant classes are wrapped via lightweight Java counter parts, all
listeners except the destroy listener are exposed, all joints are
support and so on and so forth. The only things missing are some of
the body-GetNextBody() methods which would just not work out very
well in Java (well, it's possible but not very wise performance wise).
The focus of this port was on getting a zero dynamic allocation
version of Box2D directly accessible in Java and i think i succeeded
in that. You can find more info about it at
http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=586.

I altered the source only marginally, some of the include definitions
needed reworking (at least i couldn't get it to work any other way)
and the dependence on the stl algorithm package for sorting has been
replaced by a simple qsort. Other than that it's a vanilla Box2D
version that's used. Also note that this does work on the desktop as
well (libgdx is crossplatform ).

I consider making a seperate project out of this so it is not
dependant on libgdx. For the time being i keep it there though as it
eases my pains of managing multiple projects a little. It should be
trivial to cut out the box2d parts from the libgdx source and create a
seperate project out of it. So just go ahead if that's what you want
to do :)

Hope that helps out a couple of you guys a little,
Mario

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