Chapter 10. Rigid Body Physics with Box2D
In this chapter, we will cover the following recipes:
- Introducing Box2D
- Introducing more complex shapes
- Introducing joints
- Real-life joints example – bike simulator
- Reacting to collisions
- Sensors and collision filtering
- Querying the world
- Building a physics world from level data
- Implementing a deferred raycaster
- The fixed timestep approach
Introduction
The path to reach this chapter has been long. Coding sessions and headaches have turned you into a master of the Libgdx subsystems, but there is still one important topic that resists your reign: Box2D physics.
Do not be afraid, brave knight, because as a man of action, this chapter brings you a lot of practical content to dominate and just the necessary theoretical ...
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