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Home/ Questions/Q 7527323
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T04:04:47+00:00 2026-05-30T04:04:47+00:00

i just searching for any resource that explain or teach how integrate if it

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i just searching for any resource that explain or teach how integrate if it possible as3isolib with some physics engine like, nape or box2d. It is possible?

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  1. Editorial Team
    Editorial Team
    2026-05-30T04:04:48+00:00Added an answer on May 30, 2026 at 4:04 am

    Sure you can do that.
    For example Box2D Body has member userData, which type is *, so you can assign any data there.
    As far as Box2D and nape are 2D physics engines, you can make 2d phys modifications on x and y axis.
    Here is an example:

    package 
    {
        import as3isolib.display.primitive.IsoBox;
        import as3isolib.display.scene.IsoScene;
    
        import Box2D.Dynamics.Contacts.*;
        import Box2D.Dynamics.*;
        import Box2D.Collision.*;
        import Box2D.Collision.Shapes.*;
        import Box2D.Common.Math.*;
        import Box2D.Dynamics.Joints.*;
    
    
        import flash.events.Event;
    
        import flash.display.Sprite;
    
        public class Main extends Sprite
        {
            private var scene:IsoScene;
            private var world:b2World;
            private var gravity:b2Vec2;
            private var body:b2Body;
            private const worldScale:int = 30;
            private const doSleep:Boolean = true;
            private static const m_iterations:int = 10;
            private static const m_timeStep:Number = 1.0/30.0;
    
    
            public function Main ()
            {
                scene = new IsoScene();
                scene.hostContainer = this;
    
                var bodyDef:b2BodyDef;
                var fixtureDef:b2FixtureDef = new b2FixtureDef();
    
                gravity = new b2Vec2(0.0, 4.0);
                world = new b2World(gravity, doSleep);
    
                bodyDef = new b2BodyDef();
                bodyDef.type=b2Body.b2_dynamicBody;
                bodyDef.allowSleep = false;
                bodyDef.linearDamping = 1;
                bodyDef.angularDamping = 1;
                bodyDef.position.x = 200/worldScale; //position
                bodyDef.position.y = 100/worldScale; //position
                bodyDef.userData = new IsoBox();
                bodyDef.userData.setSize(25, 25, 25);
                bodyDef.fixedRotation = true;
                fixtureDef.restitution = 0.5;
                fixtureDef.shape = new b2CircleShape(0.3);
                fixtureDef.density = 1;
                fixtureDef.friction = 5;
                fixtureDef.restitution = 0.5;
    
                scene.addChild(bodyDef.userData);
    
                body = world.CreateBody(bodyDef);
                body.CreateFixture(fixtureDef);
    
                addEventListener(Event.ENTER_FRAME, Update);
            }
    
            private function Update(e:Event):void
            {
                world.Step(m_timeStep, m_iterations, m_iterations);
                world.ClearForces();
                body.GetUserData().moveTo(body.GetPosition().x * worldScale, body.GetPosition().y * worldScale, 0);
    
                scene.render();
            }
        }
    }
    
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