LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: mudlee on October 29, 2017, 19:06:44

Title: Physics Engine Binding?
Post by: mudlee on October 29, 2017, 19:06:44
Hi guys.

Is there a chance that LWJGL will have a binding for Box2D and/or Bullet? I know there is JBox2D and JBullet, but both are not maintained or not a 1-1 port. It would be great to use like other bindings LWJGL already has :)
Title: Re: Physics Engine Binding?
Post by: spasi on October 29, 2017, 20:28:12
See 124 (https://github.com/LWJGL/lwjgl3/issues/124) and #314 (https://github.com/LWJGL/lwjgl3/issues/314).

The problem is C++, which the LWJGL code generator currently does not support. My hope is that Project Panama (http://openjdk.java.net/projects/panama/) will become available soon enough (http://mail.openjdk.java.net/pipermail/discuss/2017-September/004281.html) that I will never have to deal with C++. If it gets delayed/cancelled, then I don't want to deal with it without more automation than we have now. The plan is to add (C) bindings to clang (http://clang.llvm.org/) first, then build a tool that uses those bindings to parse C++ headers and generate corresponding LWJGL template definitions.

This is very low priority, so here's the current roadmap for anyone interested:

- Release 3.1.4 soon (within 10-15 days max). We have enough new content and a couple of critical fixes already.
- Add AMD Tootle (https://github.com/GPUOpen-Tools/amd-tootle) bindings.
- Add Steam Audio (https://valvesoftware.github.io/steam-audio/) bindings.
- Add hwloc (https://www.open-mpi.org/projects/hwloc/) bindings.
- Release 3.1.5.
- Resume work on ARM/Android (possibly release 3.2.0 if it works out)

Then I'll consider working on C++ bindings.
Title: Re: Physics Engine Binding?
Post by: mudlee on October 30, 2017, 06:10:22
Thanks, looks good :)