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  [libGDX] Is the LibGDX bullet binding standalone?  (Read 1714 times)
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Offline quew8

JGO Knight


Medals: 53



« Posted 2015-12-28 14:20:22 »

Wondering whether LibGDX Bullet bindings can be used without the rest of LibGDX? This topic in the LWJGL forums http://forum.lwjgl.org/index.php?topic=5409.msg28691#msg28691 (last post, last paragraph) suggest yes but I've just been trying and it seems to depend on the LibGDX math packages which are part of core LibGDX. Am I missing something or has the situation changed or is that just wrong.

I've been using JBullet previously but after encountering a pretty serious bug, I've decided using an older version is just untenable as well as being a bit silly.

Thanks.
Offline SolarLune

Senior Newbie


Medals: 6
Exp: 2 years


Yo!


« Reply #1 - Posted 2016-01-12 15:55:32 »

Yo! I wanted to ask, what was the outstanding bug that you ran into? We're using JBullet for our physics framework with BDX, the engine I'm working on, and any tips or insights would be well appreciated.

Hey, follow my game dev progress over on my Twitter!
Also, I contribute to a 3D Java game engine integrated with Blender, known as BDX. Check it out!
Offline quew8

JGO Knight


Medals: 53



« Reply #2 - Posted 2016-01-12 19:09:13 »

I never bothered to isolate it because I don't really know the framework well enough but the basics were: whenever you tried to test the collision between a kinematic character controller and a static plane collision shape, a class cast exception was thrown. It's not a showstopping bug because obviously static planes don't appear too much in most games but I just felt it was worth seeing if it was actually necessary to use an old version of the library.
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