AS3 Plinko with APE 2D Flash Physics Engine

I rarely mention stuff I have worked on here but I got a chance to use APE and AS3 on the online Plinko game at the site for the Price is Right videogame for the famed pink Plinko Board.  Who doesn’t love Plinko?

I did the programming on this back when I still worked at emarketing/prizelogic.

I will be featuring a small iteration to APE with draggable particles and how I did it.  In the end I didn’t use the draggable particles but they are fun (i ended up changing my collision/border particles after testing).  I ended up controlling the drop location by swapping out a wheel particle after they dropped it.  So that it got the famous Plinko disc bounce and roll.

Why did I use APE? Well it is the least complex physics engine.  I started off with Box2dFlashAS3 and will post that one maybe as well but ended up going with APE mainly for integration it was easier that it was a less intensive codebase.  Box2DFlashAS3 can scare non C++ coders with it’s style let alone AS2 coders moving to AS3.

It is slower with all the other animation going on in the site but you can also play on my server here just the Plinko part.

Can you get 10,000?

Box2DFlashAS3 Version 2 Released – AS3 2D Physics Engine

Box2dFlashAS3 has been updated to version 2.0 complete with ragdolls and Theo Jansen walkers ala APE fame.

Physaxe 2D Flash Physics Kit for haXe and List of Flash Flex Actionscript Physics Engines for AS3

Nicolas Cannasse, a virtual machine genius (maker of MTASC compiler, Neko and haXe (haXe compiles to target flash 6-9 but really only flash 9 is used anymore unless you are making banners)) released the Physaxe 2D Physics kit for haXe today.

It is heavily based on Glaze (demos) and Box2D which the Motor2, Glaze and Box2DFlashAS3 physics kits are all based on. Box2D is a great C++ 2D physics engine, it is simple which lended itself to being ported to AS3 quite easily. It is also a testament to AS3 that C++ kits are being ported into the language, not once, but many times. Also C ports like Chipmunk and other signs point to == AS3 is of fun.

Physaxe is quite amazing you must see the demos (very similar to Glade demos), it will get the inspirational wheels turning in your idea machines.

2D Physics in Flash and AS3 are extremely hot and can be used for many, many things from game development to promotions to simulations to user interface or visualizations and even modeling natural systems. It is nice to have a port of Box2D and similar to glade capabilities with Chipmunk like Glade has.

A game and physics engine for Flash including:

  • Rigid Body Dynamics
  • Scene management
  • Line of sight
  • User Input
  • Scrolling
  • AI

Core parts of the physics solver and collision system are based on the C physics engine Chipmunk

Notes about Physaxe:

Physaxe is a 2D Rigid Body Library written in haXe. It’s been highly optimized for the Flash 9 Player, with the best optimizations available.

Physaxe is based on several existing physics engines, mainly :

  • Box2D, the reference open source physics engine
  • Glaze, an AS3 engine which is a port of Chipmunk, itself based on Box2D

Physaxe features are :

  • rigid body consisting in several shapes
  • shapes supported are circles, segments (with rounded edges) and arbitrary convex polygons
  • customizable broadphase (currently bruteforce and y-sorted list are available)
  • island resolution and sleeping (allow ~0 CPU to be spent when groups are sleeping)
  • constraint solver based on Box2D sequential impulses
  • customizable body properties, such as linear/angular friction and maximized motion

Updated list of physics engines are like this:

AS3 3D Physics Engines (Open Source)

AS3 2D Physics Engines (Open Source)

haXe 2D Physics Engines

Get your game on! It is best to get them out early and often. I need to take my own advice.

AS3 Nascar Game By mr. doob – AS3 Flash Library Mashup

I have been one upped by mr. doob! I did a little nascar like RC pro am like prototype in march ’07 when the pv3d kit showed up on my screen and I was hooked like most suceptible flashers who have longed for 3d in flash! Only my version is like Nintendo64 and his is like xbox360 with updated effects and physics kits and some doob magic. All these are based off of, of course the original race car driver in Papervision and its creator Carlos Ulloa (Adobe should be paying this man).

To the feature! This is a sweet game by mr. doob, called burn and brag for Nascar.

Now I don’t’ particularly like Nascar all that much but who doesn’t like to peel out to some fiddlin’? I mainly do Nascar stuff because it is highly marketable and like the only answer most ad agencies have for getting the southern us markets it seems, that and c-o-u-n-t-r-y mu-si-c (must be said at a slower rate).

But I digress, this is a perfect mix of advertisment, game play, fun and experience. It is fast, simple, and playable. Exactly the simplicity and smoothness needed of gameplay and playback.  Great ad work but it also gives something fun to do and best of all it is built in AS3 flash with a plethora of libraries from the flash as3 community.

The game platform is emerging fantastically in the AS3 market. mrdoob used these kits to build this:

It would be cool to see a post on how he did the replays with tweener – I imagine just a series of points collected with car state (current position state) and then just play them back with a call back or time delay. You’d have to capture alot for smooth playback without laggy movements.  I am working on multiplayer games with this same issue for a current project.

Game on! The question is when will this be SOTD or SOTM at

Game Development: Havok Offers Core Physics free for PC Game Developers


This is a bit off the online games department (although Havok was part of Director previously) but they are offering Havok physics core engine, the one that runs many great games including Half-Life 2 family, free. This is truly amazing Havok was the best and probably still is the best 3d physics engine for so long but was so freaking expensive it made it unattainable to anyone without probably close to half a million for budget. I think they are either getting heat from competition or they realize the importance of allowing communities to see what they can do with something, then coming along for the ride rather than being a wall that they have to go around. (of course this leads to bigger license fees once someone is established and can afford it).

They say exactly this here:

Havok’s core platform, Havok Complete combines the industry-leading Havok Physics engine and Havok Animation, the company’s premier character animation solution. Havok Complete is already the most popular solution in the cross-platform AAA games market, featuring technology used in over 200 games. By making Havok Complete for the PC freely downloadable, Havok will further build on its leading position by completely removing the barriers to entry for the large number of independent developers, academic institutions and enthusiasts in the PC space.

I always encourage products and people making any sort of toolkit, engine, application or library to offer it free or a portion of it free to get people hooked, and then as skills are acquired, they are then completely sold in. It is a bit of a play on the old piracy market where applications become so rampant that everyone uses them for years, then they recommend them at work and the growth of this type of marketing is long-term. Windows and Photoshop both got their market shares this way, they will never admit this though but I digress.

I am so excited by this news. It is interesting that the next version of Director, Director 11 was recently announced and it NO LONGER uses the Havok 3d physics engine but the AGEIA PhysX due to it being free (although the source license is still 50k).

I currently use Irrlicht and AEGIS, or ODE (open source physics engine – open dynamics engine) for pc based game development and physics fun. I will have to read the Havok license carefully but just getting your hands on this will be beneficial to all aspiring game developers.

Now if only game companies like Epic, Artificial Studios, and others would do the same, hrm…

One item of note is that it won’t be available until May.  I can imagine that the developers are like “ok well give me a few months to clean up all the code and cuss words from the source” j/k.  Let’s hope this release is not on Valve Time.

Get your game on!

AS3 First Open Source 3d Flash Physics Engine Released – WOWEngine

Seraf, True to the word WOWEngine was released today. It is still a work in progress but it is the first 3d physics engine out of the gate. It is built with many open source kits that are emerging. It can use any of the 3 major flash 3d engines (pv3d, sandy, away3d) and it is built on APE AS3 2d physics engine.

WOW-Engine use Sandy library for all the 3D mathematical computations (matrix, 3D vector, plane). The inner architecture of the engine is also inspired by Sandy’s one.

Collisions and physical reactions are possible thanks to the AS3 physic engine made by Alec Cove, named APE(version 0.2.).. Even if APE is a 2D physic engine, it is possible to extend the contraints on volumes, and that’s the purpose of WOW-engine. WOW-engine extends APE, and allows to simulate physics on 3D volumes.

WOW-Engine is capable to handle positions and rotations of abstract objects, which need to be linked to some visual objects (2D or 3D). The visual objects can be drawn thanks to another library (Sandy3D , Papervision3D, Away3D for 3D).

WOW-Engine use and depend of the Data Structures classes written by polygonal labs.

Basic technical Demos :

Advanced technical Demos:


AS3 APE Line Golf – Game Kits Making Their Way Into Commercial

Here is a well done game based on the popular Line Rider phenomenon, only this one is Line Golf and it is using the APE AS3 2D Flash Physics Engine. I am sure game sites are just as excited as game developers like myself about the prospects of games that are more dynamic and fun and even 3d with the flash kits of today all thanks to the power of AS3.

Play Line Golf at Candy Stand

This was posted on the APE Google Group where onedayitwillmakeit explains more on how he modified APE for use in the game.