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@karl-zylinski
Last active March 20, 2025 20:17
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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()
}
@cstrachan88
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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.

@karl-zylinski
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Hi @cstrachan88! Your stuff looks very proper! Happy that the video inspired someone to try it themselves

@cstrachan88
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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.

@karl-zylinski
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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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