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  [LibGDX] Box2D and Box2DLight benefits for different games?  (Read 308 times)
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Offline mukla

Innocent Bystander





« Posted 2014-07-09 11:07:24 »

Greetings everyone

I am currently experimenting with Box2D and Box2DLight for my side scrolling game and it works fine.

What I’m interested here is what are pros and cons of using Box2D and Box2DLight for different kinds of games.

For example in my simple game where I benefit from physics using Box2DLights for some ambient is a no brainer, but if we take a look at a game like Monaco: What’s yours is mine (top down heist simulator with no physics what so ever) are there any benefits in using Box2D and Lights, or is it better and more efficient to create game specific collision and light/shadow system in that case (if all you have is a hammer, everything looks like a nail)?

Also does anyone here know a resource or a link to forum where people debate and disassemble how different systems of released games work? I find that very interesting. :geek:

Thanks in advance

Offline Jimmt
« League of Dukes »

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« Reply #1 - Posted 2014-07-10 20:32:39 »

Even in a game like monaco you can still make very good use of box2d/box2dlights and it will certainly be faster than writing your own lighting code. I'm not sure what you mean by more efficient - top down games in box2d equate to basically just setting gravity to 0.
Offline Cero
« Reply #2 - Posted 2014-07-10 23:40:50 »

these are 2 completely different discussions; its only that box2dlights uses the box2d boundaries for casting shadows, however you can use that lighting system with only minimal box2d and no actual physics and wirte your own physics if need, as I have done

so I think using box2dlights : if you wanna have lighting and use libgdx: yes

using box2d: really depends on the physics in your game. in super mario I wouldnt, with angry birds definitely.

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