2026 "box2d" communication

2026 “box2d” communication

I learned that in “box2d”, a rigid body can be bound to multiple shapes for collision detection.

When a rigid body is bound to multiple shapes, each shape can have its position coordinates set. Circles can use “SetLocalPosition” to set their position coordinates, while polygons can use “SetAsOrientedBox” to set their position coordinates

This is very useful for setting the position of each shape when binding multiple shapes to a rigid body

My previous idea was to bind multiple rigid bodies to the character, but later I found out that one rigid body can bind multiple shapes. At this point, it is necessary to set the position of each shape

The openfl box2d demo uses’ SetAsBox ',
SetAsBox "seems to only be able to set the size of the shape and cannot set the position of the shape. The position of the shape depends on the default binding to the origin of the rigid body

I spent another day exploring ‘box2d’ alone,
This is a great physics engine, thank you to all contributors

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Is it strange that no one is discussing physics engines?
It seems that everyone rarely uses physics engines?

If you keep at it, you might become our resident Box2D expert :wink::+1: