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Setlinearvelocity box2d manual "307"

Introduction. Box2D is a software-only physics engine that provides specialized 2D rigid-body physics. More information on this library can be found here.Most of the physics features exposed by Torque 2D have an analogy in Box2D therefore its manual is a good source of information. Finally, this document won't describe what concepts like "density", "restitution" or "collision shapes" mean as
















This can be handy for games where you need a teleport feature, but bear in mind that this is not realistic physics! The whole point of a physics simulator like Box2D is to make things look real, and to this end I would recommend using forces and impulses to move bodies as much as you can. Box2D's collision filtering is more complicated with special rules and precedence. I can't actually think of how to use the added complexity. Do any veteran Box2D users have uses for positive collision groups forcing a collision or using category/masks where one object says to ignore the collision but the other overrides it? To find which shape is under the mouse (or any given point), we use a trick: Box2D allows to check of a given bounding box (AABB = Axis Aligned Bounding Box) intersects a shape, so we make a very small box around the point of interest, and list all shapes intersecting it. If none is found, we are on the scene. I already pass the constructor variables to our physics, so I can just pass them on along and construct a Box2D instance from within our physics constructor. Addressing the Box2D methods is just a matter of doing Physics.box2d.addObject() or Physics.box2d.hit(). Introduction to Box2D Physics Engine 1. Introduction Box2D is the world's most ubiquitous 2D physics engine. It's light, robust, efficient and highly portable. It has been battle-proven in many applications on many platforms, and it's open-source and free. Box2d, collisions and how it fails sometimes. - posted in Games: Before I begin, I will let you know I have read extensively box2d manual, I

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