In this tutorial we will calculate closest point of a contact of a body from another point in box2d in libgdx. In last two tutorials, one using BoundingBox and other using Raycast we queried box2d to get list of nearby…
In this tutorial we will calculate closest point of a contact of a body from another point in box2d in libgdx. In last two tutorials, one using BoundingBox and other using Raycast we queried box2d to get list of nearby…
In the previous tutorial, we added an option to get list of bodies around the player using QueryAABB method present in box2d in libgdx. This method gives list of all bodies in a bounding box. So it is helpful in…
In the previous tutorial we added a rotating shield to our player. The shield object would move in uniform circular speed around the player object. The shield was a kinematic body so that we can set velocity every frame to…
Recently there was a need to have a body rotate around another moving body, sort of like a shield. To achieve this functionality, initially we thought of using a revolute joint, available in box2d in libgdx. For revolute joint we…
In January we wrote a post on how to integrate scoreoid in Libgdx for Android. In this post we would be integrating it for the desktop/PC version. For parsing JSON we are using the source code available in this link…
Hi, We have been working on a new 2d libgdx platformer game for sometime now and it is coming along nicely. While working on it we found the need to add an edge shape rather a rectangle for our platforms.…
Hi, In our upcoming android game we are adding some box2d joints and in this post we would be creating a revolute joint. We are using Libgdx engine to make the game. Below is a screenshot of what it looks…
In this post(or maybe one more) we would integrate scoreoid with libgdx for Android environment. Before we start, check out Scoreoid here. Let me quote from their site “Scoreoid is a non-restrictive, reliable and easy to use server platform for…
This is an update to the older example (“using Box2d in Libgdx”) we put in the post here. We added box2d debug renderer to the code which is very simple to add and useful in seeing how box2d objects look…
In this tutorial we would simulate foreground water similar to the ones we see in many platformers. This shader is written in OpenGL Shading Language, so they can be applied in all environments using OpenGL for rendering and for DirectX…