Summary
You covered a lot of ground, learning how to use SVG to create a game with arbitrary shapes and how to wire those shapes to a 2-D physics engine. There’s still lots of details in Box2D, including joints and impulses, that this chapter didn’t cover, but the basics should be enough to build a simple game (or maybe the next Angry Birds!). SVG is still a spec that’s flying a little bit under the radar from a game development perspective. As soon as performance reaches an acceptable level across devices, you’ll likely see a lot more games make use of SVG given the flexibility it provides to draw arbitrary vector elements with a browser-provided scene graph. Advanced features like filters and animations are also becoming better supported, so expect to see lots more cool SVG demos coming in the near future.
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