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        <title>Orx Learning - en:tutorials:physics</title>
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       <dc:date>2026-05-20T14:50:44+00:00</dc:date>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Basic Physics and Collisions</title>
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        <description>Basic Physics and Collisions

This is a very simple introduction to physics and collisions in Orx. In order to best understand it, we&#039;ll start with a ball, bouncing inside four walls.

To enable collisions and physics, the following are needed:

	*  Two objects</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Creating an Insect with FX, physics and joints</title>
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        <description>Creating an Insect with FX, physics and joints

In this tutorial I&#039;ll show you how to create an insect with movement something like a mosquito. I&#039;ll be using a looping FX to create the movement. In order to keep the insect right side up, there will be a weighted object connected under the insect with a</description>
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        <title>Applying a force at a position point</title>
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        <description>Applying a force at a position point

The most easy way to use the orxObject_ApplyForce function is the pass an orxNULL value for the last parameter which means to apply force to the centre of the object. Most of the time that is what you probably want.</description>
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        <title>Interaction, Controls and Physics!</title>
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        <description>Interaction, Controls and Physics!

For this tutorial, we&#039;ll first add some keyboard controls, then later some physics.

These, are added to our data folder, along with everything from tutorial 3.

As usual, I&#039;ll be tearing apart Iarwain&#039;s tutorials and reshuffling them to my own thought patterns. Take a look at those for more</description>
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        <title>Physics tutorial</title>
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        <description>Physics tutorial

Summary

See previous basic tutorials for more info about basic object creation, clock handling, frames hierarchy, animations, cameras &amp; viewports, sounds &amp; musics and FXs.

This tutorial shows how to add physical properties to objects. By adding a body (and body parts) you can  handle collisions between objects.

As you can see, the physical properties are completely</description>
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        <title>Raycasting</title>
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        <description>Raycasting

Raycasting is part of the underlying physics system that Orx uses.

What is Raycasting?

Raycasting is simply the act of sending a ray from one point to another point, and returning any object that the ray passes through.

What can Raycasting be used for?</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Weld Joint on parent/child Objects with Bodies</title>
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        <description>Weld Joint on parent/child Objects with Bodies

Using objects with children that also have bodies can be tricky if they are required to stay fixed together.

When something collides with the parent or child, they will break apart. This is the expected behaviour. But it may not be the effect you want.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Z-Order of Objects with Joints</title>
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        <description>Z-Order of Objects with Joints

This is a very small tutorial, and the main point is going to be this:

Joints use ParentAnchor and ChildAnchor for connecting, however the z coordinate of the Position property is super important for getting the z order of your objects right.</description>
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