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Nape Physics

Nape is an open source physics library for Haxe and ActionScript3.

http://www.napephys.com/

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PAGE TITLE
Nape Physics | napephys.com Reviews
<META>
DESCRIPTION
Nape is an open source physics library for Haxe and ActionScript3.
<META>
KEYWORDS
1 Nape
2 Physics
3 Haxe
4 AS3
5 Flash
6 Constraint
7 Rigid
8 Body
9 Shape
10
CONTENT
Page content here
KEYWORDS ON
PAGE
nape,through swc,libraries and haxe,via haxelib,features,rigid body,physics with buoyancy,convex polygon,and circle,shape types,system,pixels,continuous collisions,sensing,to avoid tunnelling,automatic,handling of sleeping/waking,friendly,fast,or stiff
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Nape Physics | napephys.com Reviews

https://napephys.com

Nape is an open source physics library for Haxe and ActionScript3.

INTERNAL PAGES

napephys.com napephys.com
1

Nape Physics

http://napephys.com/samples.html

Are intended to both demonstrate the capabilities. Of the engine, as well as demonstrating. How to use the engine through practice. All samples have documented source in AS3/Haxe. These samples are specifically intended to demonstrate the basics of using Nape. All code for the samples is self-contained with no additional utilities being used. Setting up a basic Nape. Simulation with debug drawing. Samples make use of a Template. Filtering collisions and other interaction types.

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salsadepixeles.blogspot.com salsadepixeles.blogspot.com

Salsa de Pixeles: June 2013

http://salsadepixeles.blogspot.com/2013_06_01_archive.html

Thursday, 20 June 2013. Enable Nape debugging with CitrusEngine. After initializing the engine you need to enable a onEnterFrame listener to constantly refresh it all the debug images:. This is how I have done it:. Var params:Object = new Object();. Nape = new Nape("nape", params);. Napetouchable = false;. Debug = new ShapeDebug(GameVars.SCREEN X,GameVars.SCREEN Y);. DebugdrawBodies = true;. DebugdrawSensorArbiters = true;. DebugdrawConstraints = true;. StageaddEventListener(Event.ENTER FRAME, loop );.

psvilans.wrongbananas.net psvilans.wrongbananas.net

Zombie Game | PDeveloper

http://psvilans.wrongbananas.net/category/zombie-game

Progress Reports and Thoughts. Category Archives: Zombie Game. New stuff: NeuroPulse and Umbrak. April 30, 2013. Boy has it been a while. I have a habit of not having a habit of posting here. Lots has happened though, so I hope this will be a mildly interesting read! First off, NeuroPulse! Me and my good friend Edib0y (that’s a zero) have been working on the prototype, and you can see what it looks like:. We have a Tumblr. A bit of technical meat, NeuroPulse is based on the Ogre3d. Engine, using CEGUI.

blog.illuzor.com blog.illuzor.com

iLLusion blog » Библиотеки

http://blog.illuzor.com/libs

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luxe engine

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A free cross platform game development engine. Luxe is a lovingly handcrafted free, open source cross platform rapid development game engine for deploying games on Mac, Windows, Linux, Android, iOS and Web. All the latest development news is always posted on the dev blog. Luxe development is currently in alpha. This is important because it means there may be bugs, inconsistency, incomplete implementations and API changes. It is still considered fairly usable, you'll find examples of that below. Luxe is d...

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V & Marvel’s Avengers: Age of Ultron Global Chaos | Soap Creative Labs

http://labs.soapcreative.com/avengers-global-chaos

V & Marvel’s Avengers: Age of Ultron Global Chaos. Posted on March 12, 2015. Avengers: Age Of Ultron Global Chaos is a puzzle/action platformer available online at: www.globalchaos.marveluniverse.com.au. This project turned out to be rather ambitious, which is why we want to share some behind-the-scenes info. Development on Global Chaos lasted roughly two to three months and involved four people, almost the same team that worked on Gangster Squad, another ambitious Flash game Soap developed two years ago.

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February Project – Phluid | Caffeinated Nightmare

http://www.caffeinatednightmare.com/february-project-phluid

Late night coffee fueled code conundrums. This month I’ve been working on simulating liquids using a different physics engine called Nape. I used a similar approach to an example. I made roughly this time last year using the Box2DFlash. Library and the built-in Flash Graphics API. I found I could get a lot more particles on-screen without too much lag using Nape instead of Box2D (especially on mobile) which was what prompted the switch from Box2D to Nape on my Flat2D. Drag Water: Mouse / Click. Would you...

babeuf.net babeuf.net

Paper Viking | DEV STUFF DEV STUFF

http://www.babeuf.net/portfolio-item/paper-viking

It’s a mobile / web fully physicalised platformer where you play a papercraft Viking. It’s built with AIR Starling. With a little DragonBones for bosses. The physic engine behind is Nape. To create levels, I made an editor that allows to create non-rectangular tiled environnements (elements are coming from an atlas). Grounds, clouds and ladders are drawn with Bezier curves and converted to physic polygons at runtime using a marching square algorithm. Here’s what it looks like:. Leave a Reply Cancel reply.

caffeinatednightmare.com caffeinatednightmare.com

JavaScript | Caffeinated Nightmare

http://www.caffeinatednightmare.com/category/javascript

Late night coffee fueled code conundrums. This game is the product of my final year University project. In this project I chose to focus on evaluating the HTML5 platform and on how it could be utilised to develop cross-platform mobile games. The project involved researching the various libraries, tools and. November 3, 2014. Moving from Flash to HTML5. October 28, 2013. 44 7986 386 913. May Project – Bottles. On Industrial Placement October ’12. On Moving from Flash to HTML5. Theme: Spacious by ThemeGrill.

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資産運用にFXは最適

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Nape Physics

Is a powerful, fast, and friendly 2D Rigid Body physics engine for AS3/Haxe. Nape. Is open-source and free to use for personal and commercial projects. Available for AS3. And a variety of Constraints. Powerful, high-level Callbacks. As units of distance. An API that reports errors. When used incorrectly. (Error checking and reporting disabled for release builds.). No general need to ever wake a Body manually. Expressive API that uses a lazy. Implementation to avoid excessive calculations.

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