Hi,

It is an old thread, I know ( tongue ), but some days ago someone asked me about an example using the plugin (2.5D with WED created level), so I will post here some (I hope ...) usefull links :




The first link points to a simple (not verry useful) platformer with all the files I used to create it. The sample uses a 3d level created in wed. For this kind of setup, you need 2 types of representations for your model (3D representation created in wed and a 2D representation to be used in box2D). My workflow was the following :

  • Created a level in WED (The details for the collisions)
  • Save the level grin
  • Export the level to MDL
  • Export the MDL to 3ds using MED
  • Open the 3ds with blender
  • Created a plane at the position you want your player to move (For a 2D outline)
  • Created the outline using the boolean modifier
  • Exported the model to 3ds
  • Reimporrt the outline into MED (to be loadable in 3DGS - You can also load a 3ds but have not tried)
  • Used the outline to create collision data (with ent_buffers)
  • Load the level and create collision data
  • Create player and colision data
  • ...


The second link points to a Box2D tutorial. The plugin is more like a wrapper than a real plugin (But you can create some superset functions based on your needs (PANEL, ENTITY or draw_) so it is quite easy to translate any Box2D application from other languages (Flash, C++) to Lite-C.

Hope that was useful.