Best way to approach Box2D and Cocos2D?

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I've been working on an iPhone game using the Cocos2D and progress had been pretty good. Recently I've been working on making my sprites jump and collision detection, and I've been playing around with Box2D. It looks efficient and it would probably mesh well with my game.

However I've often run into problems with Box2D in the past. For one, I'm not sure how to go about scaling up for high res displays. There are countless tutorials explaining how Box2D and Cocos2D but none ever seem to mention how to scale up to different screen sizes.

So am I supposed to change the PTM_RATIO macro? I've also seen this- m_debugDraw = new GLESDebugDraw( PTM_RATIO * CC_CONTENT_SCALE_FACTOR() ); world->SetDebugDraw(m_debugDraw); It looks like it works in the simulator, but does this change anything else like densities, etc? cocos2d box2d retina link|improve this question asked Mar 31 at 23:50user1146881103.

Check out gbox2d code - https://github.com/AndreasLoew/GBox2D.

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