Box2d Testbed Download

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Divina Hujer

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Jan 18, 2024, 6:50:34 PM1/18/24
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Note: the testbed is written using GLFW and imgui. The testbed is not part of the Box2D library. The Box2D library is agnostic about rendering. As shown by the HelloWorld example, you don't need a renderer to use Box2D.

box2d testbed download


DOWNLOAD https://t.co/g0sK2LFOj1



Im follwing this very nice tutorial on how to create a test in box2D. I could run the testbed project and had no problems so far.I right clicked on Tests and clicked add new item. there i created FooTest.h and copied the code from the tutorial.Unfortunately i get an error while hovering over Test saying no class or struct name. I viewed the sources of the other .h file and dont see anything that shows that i need to include another file or do something else. I rebuilt the project several times.

so im wondering hot to set this up as i guess a library (.lib or .a) and use it in my project(my friend passed me his library and when i loaded it in and tried #includeing the box2D headers, they didnt read at all(i got a list of undefined errors) also his box2d was i believe made for linux/unix so i think thats the reason...)

In order to make the scale easier, I have aligned the box2d world horizonal 0+ and vertical 0+ to match the location of pygame, which takes top left as 0,0 . First attempt I was doing something crazy with 0,0 being in the middle of my pygame world. Seems no reason not to calibrate the Box2D world to match the pygame rendering one to some degree.

Box2D is tuned for MKS units. Keep the size of moving objects roughly between 0.1 and 10 meters. You'll need to use some scaling system when you render your environment and actors. The Box2D testbed does this by using an OpenGL viewport transform. DO NOT USE PIXELS.

And it actually works, but for some reason the collision does not work anymore. I tried the Box2D Code in the testbed and there it works. That means the failure has to be located in SDL - in the rendering or in the translating from MKS to Pixels. So I thought you guys could help me out.

The above video shows my first Box2D + Graphics View application in action. You can find the full sources here: qgv-box2dtar.gz. I've tried to experiment a bit with how Box2D bindings for Qt could be done. For now I'll leave it as an experiment.

I began by playing around with the testbed, a GUI with test scenes thatcomes with Box2D. I extended the testbed with some of the behavior I needed to evaluatethe capabilities of Box2D. An issue I quickly noticed is that Box2D (and Chipmunk)is not designed with top-view in mind, so you need to be a bit unorthodox toget around that. This isa good resource on it. The basic idea is to set gravity to zero and implement the frictionyourself.

Furthermore, I decided to use GLFW and glad to help me setup OpenGL. I chose these librariesover the others for no particular reason - they are all similar. As a side note, this is thesame setup as the one in Box2D's testbed.

While this creates a small circle in the Box2Dweb testbed (first image below), the whole canvas is painted red in CC2D-JS (second image below). I have no sufficient understanding of the Canvas element or its troubleshooting.

For documentation, you can always refer to the included Javadocs, butJBox2D is very closely related to the C++ Box2D, so please see the C++documentation at Box2D.org which, apart from minor name changes (b2Body -> Body, for instance, and in the Java port methods are camel-cased instead of capitalized), should apply equally well to JBox2D.Also see the source code of the demos (the org.jbox2d.testbed.tests package) to see how various effects are achieved in JBox2D.

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