★★★ A Rigid Body Physics Engine - oh yeah! ★★★ There are a lot of games around these days that make use of "Rigid body physics engines" (Think Angry birds, Granny smith). I came across a series of articles by Randy Gaul that takes you through the maths for his 'Impulse' Engine and I decided to attempt porting it to Scratch! (Well... someone had to try!). So here is my first cut. ★★★ Useful Keys ★★★ [C] - spawn a Circle. [R] - spawn a Rectangle. [Space] - Toggles between Edit & Simulation Mode. [Mouse] - When simulating this throws balls, when editing, it edits. [Double Click] - in edit mode to freeze or unfreeze an object. [1..6] - spawn angry bird assets Too slow? >>> http://phosphorus.github.io/#86958095 ★★★ Credit ★★★ So much thanks goes to Randy Gaul and his original Impulse Engine: http://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-oriented-rigid-bodies--gamedev-8032 Credit also to @TheLogFather for his awesome tri-filler Credit to Rovio Entertainment for the Angry Birds costumes. ★★★ Change Log ★★★ 12 Nov 1025 - v1.3.0 - Swapped the red balls for angry birds :) - Hold shift whilst dragging to revert to red balls. 11 Nov 2015 - v1.2.0 - Added better scene navigation, collision bounding boxes, + shift in editor to clone and snap to angle. 10 Nov 2014 - v1.1.0 - Added Angry Birds Assets 8 Nov 2015 - v1.0.0 - Initial Release