box2d | Box2D is a 2D physics engine for games | Game Engine library

 by   erincatto C++ Version: v2.4.1 License: MIT

kandi X-RAY | box2d Summary

kandi X-RAY | box2d Summary

box2d is a C++ library typically used in Gaming, Game Engine applications. box2d has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

Box2D is a 2D physics engine for games.
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            kandi-support Support

              box2d has a medium active ecosystem.
              It has 6528 star(s) with 1310 fork(s). There are 261 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 28 open issues and 555 have been closed. On average issues are closed in 165 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of box2d is v2.4.1

            kandi-Quality Quality

              box2d has 0 bugs and 0 code smells.

            kandi-Security Security

              box2d has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              box2d code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              box2d is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              box2d releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.
              It has 464 lines of code, 0 functions and 1 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            box2d Key Features

            No Key Features are available at this moment for box2d.

            box2d Examples and Code Snippets

            No Code Snippets are available at this moment for box2d.

            Community Discussions

            QUESTION

            Is it possible in Libgdx that two bodies of type StaticBody can collide? (Box2D)
            Asked 2022-Jan-27 at 06:12

            I am new using the library and incorporating box2d, I have run into a problem and that is that I have created 2 protagonists of which both are dynamic and I would like to know if there is any way or any function to indicate that they can collide with each other and I don't know cross over

            ...

            ANSWER

            Answered 2022-Jan-27 at 06:12

            You can use a ContactListener, to let the Box2D world inform you, about every contact of objects. Therefore your protagonist's classes need to implement the ContactListener interface and be registered in the Box2D world (using the setContactListener method).

            Now if any contact happens, the beginContact method of your protagonist's class will be called.

            But this will happen for every contact. Not only the contacts between your protagonists, so you'll have to filter. This is usually done, by checking the Fixtures of a Contact (that is passed to your beginContact method). Using the Fixtures you can get the colliding Body and its user data, which you can set to the protagonist to identify him.

            For further information have a look at this tutorial or the libGDX documentation on Box2D

            Source https://stackoverflow.com/questions/70870800

            QUESTION

            how can i install gym[box2d] despite errors below?
            Asked 2022-Jan-01 at 17:54

            when i try to install gym[box2d] i get following error: i tried: pip install gym[box2d]. on anaconda prompt i installed swig and gym[box2d] but i code in python3.9 env and it still not working.(my text editor is pycharm) gym is already installed.and

            ...

            ANSWER

            Answered 2022-Jan-01 at 17:54

            according to Anaconda, you should use the following command

            Source https://stackoverflow.com/questions/70550623

            QUESTION

            Error trying to install python package Box2D
            Asked 2021-Dec-12 at 13:44

            I'm trying to install version 2.3.10 of package Box2D via pip. However pip returns the following error message:

            ...

            ANSWER

            Answered 2021-Dec-12 at 13:20

            I got the same error for Box2D, but solved as follows.

            I am using Anaconda environment with python3.9.

            try these.

            conda install swig

            pip install box2d

            Source https://stackoverflow.com/questions/70323852

            QUESTION

            Box2D weird behavior with std::vector
            Asked 2021-Dec-01 at 15:21
            lately I started playing with box2d and tried abstracting it to class ...

            ANSWER

            Answered 2021-Dec-01 at 15:21

            The problem was I didn't define operator = resolved it by

            Source https://stackoverflow.com/questions/70185973

            QUESTION

            How to make a rope in libGDX box2D more springy?
            Asked 2021-Dec-01 at 14:14

            I created few Box2D rope joints in libGDX. The ropes feel a bit too floppy. How can you make the ropes more stiff? The main Box2D project shows an option for stiffness in their testbed demo: The rope on the right side shows the desired stiffness:

            Does such option exist in libGDX Box2D?

            Thats how I create my ropes in libGDX:

            ...

            ANSWER

            Answered 2021-Nov-30 at 15:49

            If I understood you correctly, you do not like that your rope behaves like rubber or a spring. This has to do with how box2d constraint solver works. For each connection it tries to correct the position of the bodies. Overall, it works out well. But when there are many of connections, it takes time for the solver to put the bodies in correct positions. For this reason, the spring effect arises. To decrease it, you can decrease the simulation time step. This will make the behavior of the connections more accurate, but will increase the CPU utilization. But in your case, it would be best to add another RopeJoint, which would connect the first and the last body of your rope and have a length equal to the length of the rope. This connection will prevent the beginning and end of the rope from moving further than the length of your rope.

            Source https://stackoverflow.com/questions/70161831

            QUESTION

            Plugin with id 'org.wisepersist.gradle' not found
            Asked 2021-Sep-10 at 02:31

            I've been following along with the libGDX docs and I'm very new to Gradle and I almost know nothing about it and I ran into a problem that I couldn't fix. I tried fixing the not found problem by applying the plugin and adding classpath to it but it didn't work. Is there any way I can fix it? (Note: the problem is in html/build.gradle)

            OS: Win64
            IDE: Android Studio

            Errors: Caused by: org.gradle.api.plugins.UnknownPluginException: Plugin with id 'org.wisepersist.gradle.plugins.get.GwtSuperDev' not found. (This is when I added the plugin) Plugin with id 'org.wisepersist.gradle.plugins.get.GwtSuperDev' not found.

            build.gradle:

            ...

            ANSWER

            Answered 2021-Sep-10 at 02:31

            I think you're using the plugin mentioned here

            So you must ensure you copy everything under the correct section like so

            Note all the blocks including the apply plugin should be copied

            Source https://stackoverflow.com/questions/69126444

            QUESTION

            lua inheritance on existing object
            Asked 2021-Sep-04 at 07:39

            I am writing a new constructor and I have something like this:

            ...

            ANSWER

            Answered 2021-Aug-13 at 16:00

            Reading the source code for what I believe is the library you're using (Simple-Tiled-Implementation), I figured out it actually overrides your metatable with another one:

            Source https://stackoverflow.com/questions/68771724

            QUESTION

            Multiple collisions not testing
            Asked 2021-Jun-29 at 23:50

            I have a simple character move script and platform and circle spawn bounded to the left and right button. The character successfully doesn't jump when in the air, or against a wall, etc. except when it is in this state: example

            This is because two collisions are happening at the same time, however the code should be able to handle this. Any help to solve this problem and anything to make the code less messy or less spaghetti will be very helpful, thanks!

            (sorry for putting all the code, didn't know what to do)

            main.py

            ...

            ANSWER

            Answered 2021-Jun-29 at 23:50

            You almost certainly have a logic error in this section of code, which appears to control your boolean can_jump variable:

            Source https://stackoverflow.com/questions/68186638

            QUESTION

            Manually link and compile C++ program with SFML (macOS)
            Asked 2021-Jun-28 at 12:54

            I am trying to create small C++ program with SFML and I don't want to use the Xcode template. I am using VSCode.

            I downloaded SFML for Mac, and copied the headers and dylibs to my project directory like so:

            • include/ <- copied contents from the include directory (SFML dir with all headers)

            • lib/ <- copied contents from the lib folder (all the dylib files)

            main.cpp looks like this:

            ...

            ANSWER

            Answered 2021-Jun-28 at 12:54

            I needed to tell the linker where to look for the dynamic libraries at runtime by adding these linker options:

            -Wl,-rpath ./lib

            More information here: https://gcc.gnu.org/legacy-ml/gcc-help/2005-12/msg00017.html

            So the full command to compile for example the hello SFML code is: g++ main.cpp -o main -I include -L lib -l sfml-system -l sfml-window -l sfml-graphics -l sfml-audio -l sfml-network -Wl,-rpath ./lib

            Source https://stackoverflow.com/questions/68162827

            QUESTION

            LibGDX raycast does not collide with Box2D static object
            Asked 2021-May-22 at 20:37

            I'm trying to implement a simple AI for a 2D game in libGDX. The AI should make an enemy follow the player if the player is in range and if the enemy can see the player. To determine whether the enemy can see the player I'm using a raycast.

            Now my problem is, that the raycast does not seem to collide with a static body in the Box2D world.

            (It's just an assumption, that the static body is the problem, because it's working fine with a dynamic body)

            The Question

            Do raycasts in libGDX collide with static bodies by default? Or is there an other way to make a raycast collide with static bodies?

            I couldn't find any information on this in the libGDX wiki or in the API.

            What I've tried so far

            I've tested the raycast AI with a dynamic body in between the enemy and the player:

            Here the enemy with the raycast AI (the one in the upper left) is not moving towards the player (in the lower right) because there is a dynamic body in between them (the other enemy in the middle), which is correctly colliding with the raycast.

            But if I put a static body in between the enemy and the player the raycast won't detect the static body, but only the dynamic body (that should be found later than the static body):

            Here the static body in the middle is not detected by the raycast.

            I've also tested to use setSleepingAllowed(false) on the static body, to make sure it's not just sleeping. But that also didn't fix it.

            ...

            ANSWER

            Answered 2021-May-22 at 20:37

            In box2d, RayCasts should collide with static bodies, so your problem is probably somewhere else.

            Keep in mind that the raycast callback is not reporting the fixtures in order of the distance to the start point. Instead the order is random and you have to handle that in you callback. If this is not the problem, you might want to add some code to the question.

            Source https://stackoverflow.com/questions/67650011

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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            You can download it from GitHub.

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