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  2d physics libraries  (Read 2109 times)
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Offline Orangy Tang

JGO Kernel


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« Posted 2013-07-16 08:27:45 »

Hey all!

I've been out of the loop and out of doing games for fun for ages - what's the current good options for 2d physics these days? Is Box2D still actively maintained?

Ta.

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Offline kevglass

« JGO Spiffy Duke »


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« Reply #1 - Posted 2013-07-16 08:33:01 »

Yeah, looks to be the prime still.

Kev

Online SHC
« Reply #2 - Posted 2013-07-16 08:39:25 »

I've found some.


There are all I could find. I didn't use any of these even once.

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Offline kevglass

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« Reply #3 - Posted 2013-07-16 08:40:23 »

Chipmunk looks pretty good if you're there too.

Cheers,

Kev

Online SHC
« Reply #4 - Posted 2013-07-16 08:45:41 »

I actually didn't know even how to use one physics engine. Those are the top results from my google search "java physics engine 2d"

Offline heisenbergman

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« Reply #5 - Posted 2013-07-16 09:10:16 »

Box2D is great.

Offline dermetfan
« Reply #6 - Posted 2013-07-16 12:52:22 »

Nape looks pretty good, also has soft bodies.

Offline Orangy Tang

JGO Kernel


Medals: 56
Projects: 11


Monkey for a head


« Reply #7 - Posted 2013-07-16 13:51:18 »

So I realise that my question was a bit ambiguous - when people say they're using Box2d, do they mean JBox2d, or is there a jni binding to actual Box2d these days?

Or is JBox2d somehow kept in sync with the C++ code?

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline kevglass

« JGO Spiffy Duke »


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« Reply #8 - Posted 2013-07-16 13:52:16 »

A lot of people use it through LibGDX - which natively binds to it I think, in the same way it binds to anything else.

Cheers,

Kev

Offline heisenbergman

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« Reply #9 - Posted 2013-07-16 14:45:57 »

Yeah I use Box2D via LibGdX.

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Offline badlogicgames

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« Reply #10 - Posted 2013-07-20 11:08:53 »

Our Box2D impl uses JNI/C++, and has pretty much zero GC. Needed on Android, where JBox2D is just not an option. We use JBox2D for GWT, due to the lack of JNI there.

We also have a JNI/C++ Bullet physics wrapper, based on SWIG.

http://www.badlogicgames.com - musings on Android and Java game development
Offline deathpat
« Reply #11 - Posted 2013-07-20 11:29:17 »

I was using JBox2D for Daedalus and I switched to LibGDX Box2d ... I gained 10% in CPU usage for the whole game. So LibGDX's binding seems to be really much faster than JBox2d Smiley

Edit: to me the only point in favor of JBox2d is that if you do something wrong you may have an exception or something like this, so it's quite easy to debug. Moreover you have the sources which makes it even easier to debug/figure out what turned wrong. With Libgdx as it uses JNI you get a seg fault, and no way to debug.

work in progress : D A E D A L U S
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