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Box2D.go - Go port of Box2D - a 2D Physics Engine for Games.

Results 12 box2d issues
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I followed the instructions for the hello world program, in the PDF linked from the README. And nothing moves. Perhaps I did something wrong. ``` func main() { var gravity...

I think there is a problem I am unable to resolve. I run "go test ./..." and it shows almost all your tests as FAIL.

I'm a noob to box2d (and Go), I was following a C++ [example](http://www.iforce2d.net/b2dtut/joints-overview) on creating joints. In the example: ``` b2xxxJoint* joint = (b2xxxJoint*)world->CreateJoint( &jointDef ); ``` They cast the...

Following the C++ API: ``` b2RevoluteJointDef jointDef; b2RevoluteJoint* joint = (b2RevoluteJoint*)myWorld->CreateJoint(&jointDef); ``` I have tried: ``` jointDef := box2d.MakeB2RevoluteJointDef() joint := (*box2d.B2RevoluteJoint)(world.CreateJoint(&jointDef)) ``` which results in the error: `cannot convert...

Issue reported https://github.com/ByteArena/box2d/issues/28 The problem wasn't initially noticeable, but became apparent after commit a6df559053ea43d68d08d97682d86114bca6b7f0 for anything where collision Filter isn't explicitly set. The problem is that the function that makes...

Hello, guys I'm trying to use your engine in my own game and found that the are no collisions between bodies occurs at all. I created a small test with...

Update contacts after B2World Solve().

Prevent skipping collision detection on the first step when no new fixture have been added.

Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction. Ported from upstream.

I see some code about debug draw, but they are commented out. Is there any preferred way to draw debug shapes?