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)
2014
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
2013
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 ohcoder.com Huge thankyou to @OhCoder!
2012
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
Created: July 28 2011

Ten weeks


I have used Box2D off-and-on over the last few years, but lately I seem to have some kind of obsession :D

Looking back over the last ten weeks I kinda surprised myself. At the beginning of May, this website was just an idea that I wasn't even sure if I would ever get around to doing. Since then I have set up the whole site from nothing which included learning a bunch of stuff like css, geshi, webalizer. I have about half of the tutorials covered already. In that time I also made and submitted two (albeit very simple) iPhone apps, wrote the JSON exporter, started work on the RUBE editor and brought it to a Really Useful state, and made a bunch of videos, demos and source for download, contributed a little code to Box2D itself, and got in everybodys face in the box2d.org forums, doubling my posting count. Not bad if I say so myself.

To top it off I see in the server logs that occasionally 'iforce2d' is one of the search terms which is immensely satisfying (means the site was useful and worth coming back to right?), and someone has even donated to help keep the site running - thanks Matt! - needless to say that is also very encouraging. As I mention in the tutorials introduction, there were already a good many tutorials out there when I started, but I guess there is a place for C++ tutorials after all. :) :) :)

Right now I am taking a short rest from the tutorials because the next one is joints which is a biggie, and I thought it was a good point to take a break and try some other stuff I had been thinking about. Chances are this powered ragdoll will prove too difficult and I will be back doing the tutorials pretty soon. Once joints are covered the discussion can move away from low level details and onto the 'higher concepts' such as explosions, bullet-time etc. and we can have some more interesting demos to play with.

Has anybody tried the editor?