box2d | Box2D is a 2D physics engine for games | Game Engine library
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kandi X-RAY | box2d Summary
Box2D is a 2D physics engine for games.
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QUESTION
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 06:12You 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
QUESTION
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 17:54according to Anaconda, you should use the following command
QUESTION
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 13:20I 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
QUESTION
ANSWER
Answered 2021-Dec-01 at 15:21The problem was I didn't define operator = resolved it by
QUESTION
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 15:49If 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.
QUESTION
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 02:31I 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
QUESTION
I am writing a new constructor and I have something like this:
...ANSWER
Answered 2021-Aug-13 at 16:00Reading 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:
QUESTION
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 23:50You almost certainly have a logic error in this section of code, which appears to control your boolean can_jump
variable:
QUESTION
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 12:54I 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
QUESTION
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 QuestionDo 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 farI'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 20:37In 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.
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