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Home/ Questions/Q 214083
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T18:20:25+00:00 2026-05-11T18:20:25+00:00

I need to create an endless wrapping world with Box2D (where the X coordinate

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I need to create an endless wrapping world with Box2D (where the X coordinate of all objects is 0 < X < 1000 (say)). I’ve played some games with teleporting objects back and forth but it’s feeling like there might be a better way – any ideas? No object (or chain of linked objects) will have an X span of more than about 50, eg less than the width of the screen.

The camera can see only a small portion of the world at a time (about 5% width, 100% height – the world is about 30 high by 1000 wide).

Cheers.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-11T18:20:26+00:00Added an answer on May 11, 2026 at 6:20 pm

    I’ve implemented the following, which is by no means ideal but fit for my purpose. There are many limitations involved and it’s not a true wrapping world but it’s good enough.

        public void Wrap()
        {
            float tp = 0;
    
            float sx = ship.GetPosition().X;            // the player controls this ship object with the joypad
    
            if (sx >= Landscape.LandscapeWidth())       // Landscape has overhang so camera can go beyond the end of the world a bit
            {
                tp = -Landscape.LandscapeWidth();
            }
            else if (sx < 0)
            {
                tp = Landscape.LandscapeWidth();
            }
    
            if (tp != 0)
            {
                ship.Teleport(tp, 0);                   // telport the ship
    
                foreach (Enemy e in enemies)            // Teleport everything else which is onscreen
                {
                    if (!IsOffScreen(e.bodyAABB))       // using old AABB
                    {
                        e.Teleport(tp, 0);
                    }
                }
            }
    
            foreach(Enemy e in enemies)
            {
                e.UpdateAABB();                         // calc new AABB for this body
    
                if (IsOffScreen(g.bodyAABB))            // camera has not been teleported yet, it's still looking at where the ship was
                {
                    float x = e.GetPosition().X;
    
                    // everything which will come onto the screen next frame gets teleported closer to where the camera will be when it catches up with the ship
    
                    if (e.bodyAABB.UpperBound.X < 0 || e.bodyAABB.LowerBound.X + Landscape.LandscapeWidth() <= cameraPos.X + screenWidth)
                    {
                        e.Teleport(Landscape.LandscapeWidth(), 0);
                    }
                    else if (e.bodyAABB.LowerBound.X > Landscape.LandscapeWidth() || e.bodyAABB.UpperBound.X - Landscape.LandscapeWidth() >= cameraPos.X - screenWidth)
                    {
                        e.Teleport(-Landscape.LandscapeWidth(), 0);
                    }
                }
            }
        }
    
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