Box2D uses MKS (meters, kilograms, and seconds) units and radians for angles. You may have trouble working with meters because your game is expressed in terms of pixels. To deal with this in the testbed I have the whole game work in meters and just use an OpenGL viewport transformation to scale the world into screen space.

float lowerX = -25.0f, upperX = 25.0f, lowerY = -5.0f, upperY = 25.0f;
gluOrtho2D(lowerX, upperX, lowerY, upperY);

If your game must work in pixel units then you should convert your length units from pixels to meters when passing values from Box2D. Likewise you should convert the values received from Box2D from meters to pixels. This will improve the stability of the physics simulation.

You have to come up with a reasonable conversion factor. I suggest making this choice based on the size of your characters. Suppose you have determined to use 50 pixels per meter (because your character is 75 pixels tall). Then you can convert from pixels to meters using these formulas:

xMeters = 0.02f * xPixels;
yMeters = 0.02f * yPixels;

In reverse:

xPixels = 50.0f * xMeters;
yPixels = 50.0f * yMeters;

You should consider using MKS units in your game code and just convert to pixels when you render. This will simplify your game logic and reduce the chance for errors since the rendering conversion can be isolated to a small amount of code.

If you use a conversion factor, you should try tweaking it globally to make sure nothing breaks. You can also try adjusting it to improve stability.

Return of the Blog!

I miss having a blog.

I brought down the old gphysics blog because I was having too many security troubles on godaddy. My new host has had zero security issues. Hurrah!

The old Box2D site was custom made raw html, making it tedious to add posts. Hopefully soon you will start seeing more content on this page.