Birds Level Builder

A lightweight tool to design bird-inspired game levels, enabling rapid prototyping for educators, students, and hobbyist game designers worldwide.

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About This Tool

This tool enables users to design bird-inspired game levels by configuring projectiles, obstacles, and launch ramps through parameterized objects. Levels are stored as portable JSON and can be exported for use in teaching, prototyping, or hobby projects. The approach emphasizes domain logic—physics, collision, and trajectory—rather than UI specifics.
Conceptually, you define a bird's properties (size, mass, initial velocity), gravity and wind settings, obstacle shapes and materials, and target goals. A lightweight physics model computes trajectories and interactions to provide immediate feedback. Users can iterate by adjusting inputs and re-running simulations without writing code.
Who benefits: educators creating classroom activities, students exploring physics, indie developers prototyping mechanics, and hobbyists building level libraries. Unique value: exportable level representations, adjustable physics presets, and batch generation options to explore design space quickly. Core features include multi-field inputs, real-time trajectory preview, preset management, and export to JSON or engine-ready formats; use cases include lesson plans, student challenges, and rapid iteration cycles.

How to Use

  1. Provide inputs: set bird properties, gravity, and wind.
  2. Add obstacles and ramps: place shapes with materials and sizes.
  3. Configure goals and spawn points: set target region and failure conditions.
  4. Run simulation: preview trajectories and collisions.
  5. Export: save level as JSON or engine-ready formats.
How to use angry birds maker

Frequently Asked Questions

Find Quick Answers

Can I export my levels to other tools?
Yes, the tool supports export to JSON and common game engine-ready formats, enabling easy import into engines or coursework.
Are presets available?
Presets for bird types and obstacles help accelerate level setup; users can save and reuse their own presets across sessions.
Is there a limit on level complexity?
The system supports configurable numbers of objects and physics parameters up to system memory limits; performance degrades with excessive object counts.

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