5.6: Static Bodies and Chain Shapes in Box2D – The Nature of Code

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This video covers things that don’t move in Box2D.

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5 responses to “5.6: Static Bodies and Chain Shapes in Box2D – The Nature of Code”

  1. Musquet I. Avatar

    When Im trying to add converted coordinates to vertices array on line vertices[i] = box2d.coordPixelsToWorld(surface.get(i)); it keeps on throwing at me NullPointerException… I have more or less exactly the same code as Dan… Does anybody have a solution?

  2. Aniekan Umoren Avatar

    Why does my frame rate drop When I have 30-50+ blocks on screen

  3. Akarsh Rastogi Avatar

    There's a way(hack) I just made for highly movable obstacles.. :
    Make a Dynamic object (just like a box)
    body.setGravityScale(0);
    fd.density = Integer.MAX_VALUE;

    then setLinearVelocity, setAngularVelocity in display.
    This way, the object is too heavy for anything to affect it, and isn't under influence of gravity and can move rotate as you wish (example : moving rotor blades )

  4. Julian Puppo Avatar

    Whats the real diference between static and dynamic?

    I mean, the dynamic already collide, so

    What the diference between making and static object than doesn´t move rather than a dynamic object that is also not moving?

  5. krishk1234 Avatar

    Daniel, for some reason when I use the boundary, my boundary displays above my falling object, however the falling object still collides with the location where the boundary is supposed to be displayed. Any ideas?

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