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// Odin + Box2D + Raylib example with stacking boxes and a shape attached to the cursor that can smack the shapes. | |
// Made (mostly) during this stream: https://www.youtube.com/watch?v=LYW7jdwEnaI | |
// I have updated this to use the `vendor:box2d` bindings instead of the ones I used on the stream. | |
package game | |
import b2 "vendor:box2d" | |
import rl "vendor:raylib" | |
create_box :: proc(world_id: b2.WorldId, pos: b2.Vec2) -> b2.BodyId{ | |
body_def := b2.DefaultBodyDef() | |
body_def.type = .dynamicBody | |
body_def.position = pos | |
body_id := b2.CreateBody(world_id, body_def) | |
shape_def := b2.DefaultShapeDef() | |
shape_def.density = 1 | |
shape_def.friction = 0.3 | |
box := b2.MakeBox(20, 20) | |
box_def := b2.DefaultShapeDef() | |
_ = b2.CreatePolygonShape(body_id, box_def, box) | |
return body_id | |
} | |
main :: proc() { | |
rl.InitWindow(1280, 720, "Box2D + Raylib example") | |
world_def := b2.DefaultWorldDef() | |
world_def.gravity = b2.Vec2{0, -1} | |
world_id := b2.CreateWorld(world_def) | |
defer b2.DestroyWorld(world_id) | |
ground := rl.Rectangle { | |
0, 600, | |
1280, 120, | |
} | |
ground_body_def := b2.DefaultBodyDef() | |
ground_body_def.position = b2.Vec2{ground.x, -ground.y-ground.height} | |
ground_body_id := b2.CreateBody(world_id, ground_body_def) | |
ground_box := b2.MakeBox(ground.width, ground.height) | |
ground_shape_def := b2.DefaultShapeDef() | |
_ = b2.CreatePolygonShape(ground_body_id, ground_shape_def, ground_box) | |
bodies: [dynamic]b2.BodyId | |
px: f32 = 400 | |
py: f32 = -400 | |
num_per_row := 10 | |
num_in_row := 0 | |
for _ in 0..<50 { | |
b := create_box(world_id, {px, py}) | |
append(&bodies, b) | |
num_in_row += 1 | |
if num_in_row == num_per_row { | |
py += 30 | |
px = 200 | |
num_per_row -= 1 | |
num_in_row = 0 | |
} | |
px += 30 | |
} | |
body_def := b2.DefaultBodyDef() | |
body_def.type = .dynamicBody | |
body_def.position = b2.Vec2{0, 4} | |
body_id := b2.CreateBody(world_id, body_def) | |
shape_def := b2.DefaultShapeDef() | |
shape_def.density = 1000 | |
shape_def.friction = 0.3 | |
circle: b2.Circle | |
circle.radius = 40 | |
_ = b2.CreateCircleShape(body_id, shape_def, circle) | |
time_step: f32 = 1.0 / 60 | |
sub_steps: i32 = 4 | |
for !rl.WindowShouldClose() { | |
rl.BeginDrawing() | |
rl.ClearBackground(rl.BLACK) | |
rl.DrawRectangleRec(ground, rl.RED) | |
mouse_pos := rl.GetMousePosition() | |
b2.Body_SetTransform(body_id, {mouse_pos.x, -mouse_pos.y}, {}) | |
b2.World_Step(world_id, time_step, sub_steps) | |
for b in bodies { | |
position := b2.Body_GetPosition(b) | |
a := b2.Rot_GetAngle(b2.Body_GetRotation(b)) | |
// Y position is flipped because raylib has Y down and box2d has Y up. | |
rl.DrawRectanglePro({position.x, -position.y, 40, 40}, {20, 20}, a*(180/3.14), rl.YELLOW) | |
} | |
rl.DrawCircleV(mouse_pos, 40, rl.MAGENTA) | |
rl.EndDrawing() | |
} | |
rl.CloseWindow() | |
} |
Hi @cstrachan88! Your stuff looks very proper! Happy that the video inspired someone to try it themselves
Yeah! Your videos are great. I mostly bash things together with raylib for fun every once in a while, and your tutorials on Odin definitely helped a lot getting started. I thought it would be nice and a good excuse to try out Box2d.
Btw, I removed the axis flipping from my code. Everything is flipped when I reverse the y-axis, including text/textures/etc. I never noticed before since I almost always just use circles and squares.
Thank you!
Yeah the axis flipping in code of the rendering is a dangerous move :D I think perhaps somehow consistently interfacing with box2d and taking flip into account is the way to go, but I'm not sure yet.
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Hey @karl-zylinski , I ended up following along with your video and adding my own spin here. I used my typical raylib game-loop setup. Thanks for the tutorial!
Also see here for how I flipped the raylib Y-axis.