@astrochili I’ll make an overview video at some point. For now here is a brief list:
- Direct API access. You are not limited by Defold’s collision object interface.
- Full control of Dynamic and Kinematic bodies. In Defold it’s very hard to control them, for instance there is simply no way to set linear velocity or angular velocity for a body.
- Multiple simultaneous worlds. You can have as many separate simulations as you want. In Defold there is only one.
- Control over simulation speed. If you want you can calculate a simulation not in real time, but much faster. For instance it’s possible to simulate trajectory for a projectile over a course of several seconds in just one real-time frame. Not possible in Defold.
- Virtual bodies. You don’t need visual representation of physics bodies with game objects like sprites. Useful for sensors or invisible walls.
- Extensibility. The source code of the extension is available. If something is missing in the extension - you can write the code yourself to add it.
- Latest version of Box2D.
In short, Defold provides an extremely limited access to Box2D functionality, making it very hard to make proper physics based games.