2D physics engine written in and for QB64 I've made some demos for the physics engine ("fzxNGN") that I've been working for the last few years. Its a port of the Impulse engine written by Randy Gaul. Its been 100% ported to QB64 and not a 3rd party wrapper.
The idea of the "fzxDemo.bas" demo is a mini game to cross the sketchy bridge and then make the loop-to-loop. Beware the sketchy bridge will break. The more red the bridge is, the more stress its under. This was in part a test of a game mechanic I was kicking around for a driving/platformer.
The "fzxNGNBareBones.bas" is what it says a bare minimum implementation of the physics engine.
There are increasing number of demos, most do not require assets. Enjoy!
My new rouge-like game is also here. Due to fzxNGN being a core component they are together.This is still a work in progress and not very functional. You can travel to 3 maps total. Containers and inventory are not yet functional, so don't worry that your gold fluctuates depending which map you are in.
Combat will be turned based, similar to Fallout 1 and 2.
Crafting will be way different, it will hopefully be a mix of 2d physics as demonstrated in my fzxNGN demos(cutting board) and possibly cellular automata.
Written in QB64. https://qb64phoenix.com/forum/index.php
Used TILED as a level editor https://www.mapeditor.org/
Graphics are provided be Kenney at www.kenney.nl
Music is provided by Eric Matyas at www.soundimage.org