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Physics Engine Binding?

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Physics Engine Binding?
« 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 :)

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Offline spasi

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Re: Physics Engine Binding?
« Reply #1 on: October 29, 2017, 20:28:12 »
See 124 and #314.

The problem is C++, which the LWJGL code generator currently does not support. My hope is that Project Panama will become available soon enough 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 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 bindings.
- Add Steam Audio bindings.
- Add 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.

Re: Physics Engine Binding?
« Reply #2 on: October 30, 2017, 06:10:22 »
Thanks, looks good :)

Re: Physics Engine Binding?
« Reply #3 on: November 04, 2019, 07:43:37 »
Any update on this? I saw some issues regarding to this, but both were open. Also bullet is available in the nightly. May I use it or it's a 50-50 if it survives the stable release?
Also, is there an example available how to use?
« Last Edit: November 04, 2019, 08:18:04 by mudlee »

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Re: Physics Engine Binding?
« Reply #4 on: November 04, 2019, 14:42:41 »
See this and this for the latest updates.