Everything needed to run the Box2Dxt physics platformer is in this package —
no C compiler, no internet, and no separate library files to download, rename,
or copy into system folders. You just need OpenXTalk (OXT) installed (the
demo is an OXT .oxtstack; the extension is also compatible with LiveCode
9.6.3+).
NewPlateformerDemo.oxtstack ← the platformer stack (you open this)
box2dxt.lce ← the Box2Dxt extension, ready to install
(only if the packager included a prebuilt one)
extension/ ← the same extension as source, ready to (re)build
├── box2dxt.lcb ← the b2… physics API
└── code/ ← the native physics library, bundled per platform
├── x86_64-linux/box2dxt.so
├── x86-linux/box2dxt.so
├── x86_64-win32/box2dxt.dll
├── x86-win32/box2dxt.dll
└── universal-mac/box2dxt.dylib
source/ ← box2d_lc.c, box2dxt-kit.livecodescript (reference)
spritesheets/ ← the demo's art (point the stack here on first run)
The native physics library lives inside the extension (the code/ folder).
When you install the extension, the engine loads the correct library for your OS
automatically — nothing to place in /usr/lib, rename, or drop beside the
stack, on any platform. This is the whole point of the new packaging.
If this package includes box2dxt.lce:
- Launch OXT.
- Tools → Extension Manager → + (Install), choose
box2dxt.lce, install.
Otherwise, build it from extension/ (a few clicks):
- Tools → Extension Builder.
- Open
extension/box2dxt.lcb, click Package — this rolls thecode/libraries into a.lce— then install it. (Or click Test to compile and load it in place.)
Either way the matching native library for your platform is bundled in and loads automatically — Windows, macOS, and Linux alike, on OXT or LiveCode 9.6.3+.
Confirm it worked: open the Message Box (Ctrl/Cmd-M), type put b2Version(),
press Enter. You should see 4. If not, see Troubleshooting.
Open NewPlateformerDemo.oxtstack (File → Open Stack…, or double-click it).
The game builds itself and starts immediately.
- First run asks you to locate a spritesheet folder — choose the
spritesheets/folder in this package. After you save the stack the art is remembered (and cached), so it loads instantly every time after. - Controls: arrows / WASD move · Space jump (press again in mid-air to double-jump, or off a wall to wall-jump) · SHIFT / X dash · ↓ duck · R restart · M mute. Grab every coin (the flag turns gold) and touch the flag to advance — there are five levels.
That's it. Enjoy the physics.
| Symptom | Fix |
|---|---|
b2Version() errors, or "handler not found" |
The extension isn't installed/loaded. Redo Step 1 (install the .lce, or Package extension/box2dxt.lcb). It loads per IDE session. |
| First physics call says "unable to load foreign library" | The extension was loaded without its bundled library. Make sure you installed the .lce (or Packaged extension/box2dxt.lcb — which must keep its code/ folder right beside it). Quick fallback: drop box2dxt.{dll,dylib,so} next to your saved stack and reopen — the Kit will point the engine at it. |
b2Version() returns a number other than 4 |
Your extension and library are from different builds. Reinstall the extension from this package. |
| The level loads with plain placeholder shapes (no art) | On first run, point the spritesheet prompt at this package's spritesheets/ folder, then save the stack. (Hold Shift while pressing R to re-pick the folder.) |
Box2Dxt is the Box2D v3 physics engine packaged for OpenXTalk and the xTalk
language family. The platformer is one of several example games. The native
library ships inside the extension (code/<platform>/), so installing the
extension is the only setup step — no system-folder copies, no sudo. For the
complete toolkit and documentation, see the project repository.