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
Created: November 26 2012

Rocket platform

Well it has been almost a year since I started working on the editor and it is now pretty much ready for initial release. There are still many improvements and features I would like to add, but it already has vastly more than I had originally anticipated for the first offering. The original estimate I made for a three month development time looks naive now, but that was based on the assumption that it would be basically the same as the free version but in a user-friendly Qt shell, and that I could re-use a lot of code from the free version.

Neither of these came to pass, mainly due to the overheads of making everything scriptable, whilst keeping the scripting working together with a comprehensive undo/redo system. I also had not really planned to support images so early either.

But enough of that, you're here about the rocket platform thing aren't you... this was a little diversion that I had been thinking of trying for a long time, many years in fact, and finally got around to it.

The little rockets at the bottom simply look at the angle of the platform and push one way or the other to keep it level, unless it is spinning around very fast in which case they just try to slow the spin. The larger rockets push the platform towards the goal position, by scaling the thrust relative to the dot-product of their direction and the direction to the goal, and that's about it really. There are a few obvious constraints applied, for example the rockets can't fire backwards etc. and there is a limit to how much stronger one can be than the other, but overall it turned out to be quite stable for such a simple set of rules.

Binaries: (includes Linux, Windows, Mac)