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Explosions in Libgdx with Box2d


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In a sport I’m growing I needed to have some life like explosion results. At first, I believed I’d simply apply an impulse to all objects inside vary of the explosion. Nevertheless, this created unrealistic motion within the affected objects and the objects didn’t rotate. I attempted utilizing ray casts to set factors to use the forces to create rotation. This made the explosion look extra life like and labored nicely sufficient till the explosions exploded close to a static physique through which case objects would generally be missed as they had been shielded by the static physique. I made a decision to dive in absolutely and use particles to symbolize the pressure of the blast.

The very first thing I made was an array to retailer the place the explosions would explode and an array to retailer every particle from the explosion.

Subsequent, I created the tactic that might be run for every explosion.

I wanted to create a category for the Explosion particles which might comprise a reference to the physique. On this class, I create a physique definition and use it to create a Physique. The physique place is then set to the place the bomb exploded. The linear velocity is then set to offer the particle a route and pressure. A Fixture is then created to offer the physique a form, measurement, weight and so forth, and added to the physique.

The Box2D world would quickly refill with particles until they’re eliminated as soon as they’ve completed expelling all their power.

In my contact listener I’ve this code to inform the sport mannequin to make an explosion

which runs this methodology in my Recreation Mannequin

That is how the explosions look when utilizing the box2D debug renderer.

[embedyt] http://www.youtube.com/watch?v=iN6Faut9g0A[/embedyt]

 

Additional Studying:

Box2D

LibGDX


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