News Mar 20: R.U.B.E v1.7 released. Instanciable objects!
Feb 21: Added RUBE sample loader for Cocos2d-X v3.4.
Feb 17: Funny Fists released in iOS App store and Google Play store. (YouTube video)
May 25: R.U.B.E v1.6 released. Samplers!
May 12: "On-the-fly" resource updating for Cocos2d-x
Apr 22: New blog post: Inverted pendulum control
Apr 7: On-screen logging class for Cocos2d-x
Mar 22: Downhill Supreme 2 released for iOS and Android
Jan 2: YouTube video: Making soft-body wheels in RUBE
Oct 6: Check out Supplyfront RTS, my 7dRTS entry continued.
Sep 26: R.U.B.E v1.5 released. Customizable item labels, snap-to-grid, export filtering, full-text help search.
Sep 18: Added RUBE sample loader for Cocos2d-X.
Sep 16: Updated RUBE sample loader for Cocos2d v2.
Aug 12: RUBE loader for Nape by Zeh Fernando
Aug 7: Added RUBE sample loader for SFML.
Jul 30: Try my MiniLD 7dRTS entry.
Jul 24: Added physics-driven particles tutorial.
Jul 20: New blog post: rendering solid ground (as in Downhill Supreme)
Jul 18: R.U.B.E v1.4 released. Command-line interface for batch jobs, hotkeys for scripts, better script management.
May 22: Downhill Supreme is out now! (iOS)
Apr 2: R.U.B.E v1.3 released. Collision bitplane editing, Cocos2d-iphone loader, usability improvements.
Mar 11: R.U.B.E v1.2 released. Now supports weld, friction, motor joints and automatic image reloading.
Mar 10: RUBE loader for libGDX by Tim Scott
Jan 28: New blog post: a functional combustion engine!
Jan 22: New blog post: wind tunnel
Jan 20: Added explosions tutorial.
Jan 16: Added buoyancy tutorial.
Jan 16: AndEngine sample project to load RUBE scene by Bart Hirst
Jan 14: R.U.B.E v1.1 released, now supports custom properties.
Jan 1: All basic tutorials are now available in Chinese at Huge thankyou to @OhCoder!
Dec 23: Discussion forums have been set up
Dec 4: R.U.B.E v1.0 is ready !
Dec 2: YouTube video: Box2D pendulum clock
Nov 26: New blog post: rocket platform thingy
Nov 25: Video of R.U.B.E scenes in Chipmunk.
Nov 23: A sample project to load R.U.B.E scenes into Chipmunk physics! Details here.
Nov 14: An XCode sample project to load R.U.B.E scenes on iOS is now available. Details here.
Nov 11: A Java version of b2dJson is now available, based on JBox2D.
Nov 6: A Javascript version of b2dJson based on box2dweb is now available. Demo here!
Nov 2: The full specification of the JSON format used by b2dJson can be found here: b2dJson file structure
Oct 28: YouTube video: 2-minute ragdoll in R.U.B.E Box2D editor
Sep 29: YouTube video: R.U.B.E Box2D editor usage example

Apps using Box2D

Last edited: June 20 2014


Cognition is an iPhone app with over 40 mini-games to test your 'low-level' cognition. The game doesn't really showcase Box2D's physics capabilities much, I mainly used it for collision detection.

Detailed info here.

Cognition screenshot Cognition screenshot Cognition screenshot Cognition screenshot Cognition screenshot

Lotto mixer

Lotto mixer is an iPhone app using Box2D to simulate a 'gravity pick' style lotto draw. Although Box2D was obviously involved more here than with Cognition, it still doesn't even scratch the surface of what the engine can do. One of these days...

The RUBE editor was used to create the Box2D physics scene, taking about 4 hours to get the main functionality in place.

Detailed info here.

Lotto mixer screenshot Lotto mixer screenshot Lotto mixer screenshot Lotto mixer screenshot


Prankout is a trick game for the iPhone using Box2D for collision detection. The game itself is nothing special because the idea is to prank your friends into thinking that your reflexes are amazing - hence the name. The trick is to start the game by pressing an invisible button, after which you basically cant lose, even when the ball moves really fast.

RUBE editor was used to create the Box2D physics scene, taking about 1.5 hours to get a basic game running. I recorded a screenlapse of this which you can see below.
Prankout screenshot

Alone in the park

I made an entry for the December 2011 "Ludum Dare", a 48 hour game creation competition. This uses Angelscript to run script functions when certain fixtures collide, and the script can call back into the application to destroy joints and fixtures in the physics world. The ground is made with chain shapes placed by the RUBE editor, and I used poly2tri to decompose the chain shapes to triangles for rendering.

You can download the source code, and binaries for Windows/Linux/OSX here.

Downhill Supreme

I did the coding for the Downhill Supreme mountain-bike games, for iOS and Android. These were done with Cocos2d and Cocos2d-x respectively. You can find plenty of info on them at the official site:
Downhill Supreme
Downhill Supreme 2

Here is a video showing some gameplay:

Supplyfront (7dRTS)

I made an entry in a 7 day game-jam going by the name 7dRTS, in which the goal was to make an RTS game in 7 days. This was again done with SFML, and used a lot of Angelscript to run script functions for controlling the units. Box2D was used for collision detection only.

The original submission to the game-jam had the basics of terrain generation and combat (using line-of sight!), but did not have any of the supply-line features:

I continued working on the game for another month or so afterward, and implemented the supply-line features and some nice waypoint setting methods. You can read a little about the details here, or watch the video below for a very long-winded rambling video explaining how everything works:

You can download binaries for Windows/Linux/OSX here.
Unfortunately this is a game that would only really be fun to play against a human opponent, and there is no multiplayer functionality yet.