Using Libgdx seek behaviour with box2d?

Using Libgdx seek behaviour with box2d?

By : user2955910
Date : November 22 2020, 10:48 AM
wish of those help SteeringAcceleration is just a class that holds the linear and angular acceleration that the seek behavior has calculated.
code :
SteeringAcceleration<Vector2> steerAcc = new SteeringAcceleration<Vector2>();
body.applyLinearImpulse(steerAcc.linear.scl(deltaTime), pos, true);
body.applyAngularImpulse(steerAcc.angular * deltaTime, true);

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Box2D(LibGDX) - strange behaviour of ball

Box2D(LibGDX) - strange behaviour of ball

By : Mothas
Date : March 29 2020, 07:55 AM
will be helpful for those in need You are moving your box by changing its position. But an important part of collision resolution is velocity. And your box's velocity is always zero (from box2d look point). Thus you experience strange collision resolution
Shooting in Box2D (LibGDX)

Shooting in Box2D (LibGDX)

By : Alex V
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , What values should I set to: 'setLinearVelocity(x, y);' to object body, if I want to shoot it from the center of the player body to the location of my mouse?
code :
float velx = mouseX - playerX;
float vely = mouseY - playerY;
float length = Math.sqrt(velx * velx + vely * vely);
if (length != 0) {
      velx = velx / length;
      vely = vely / length;
float finalVelx = velx * speed;
float finalVely = vely * speed;

LibGDX + Box2D | Camera too big

LibGDX + Box2D | Camera too big

By : Yamin Saiyed
Date : March 29 2020, 07:55 AM
To fix this issue I use one camera at the moment to draw the Box2DDebugRenderer and one for drawing the map from the tmx. file. My problem is that, although the cameras have the SAME definition. The camera that is used for drawing the map is way too big on the screen. , Definition for box2dCam:
code :
b2dCam = new OrthographicCamera();
b2dCam.setToOrtho(false, Game.getWidth() / PPM, Game.getHeight() / PPM);
cam = new OrthographicCamera();
cam.setToOrtho(false, Game.getWidth(), Game.getHeight()); // <--
libgdx box2D contactlistener

libgdx box2D contactlistener

By : Fang Jian
Date : March 29 2020, 07:55 AM
I wish this help you Remember that a contact is between two fixtures, not two bodies.
I would guess that your ground is made from many fixtures, and they are all on the same ground body right? As the wheel rolls over the fixtures it can touch more than one fixture at a time, so you can get begin(fixture1), begin(fixture2), end(fixture1) in that order. It's quite normal. I think if you print out the ground fixture involved in each contact event, you would see what I mean.
How to stop seek (steering behaviour) orbiting target in Box2D?

How to stop seek (steering behaviour) orbiting target in Box2D?

By : Vicky
Date : March 29 2020, 07:55 AM
I hope this helps you . I used the setLinearDamping() method in the end which slowed the chaser as it got closer.
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