Game Development Reference
In-Depth Information
Introduction
Using physics in games has become very common and accessible, thanks to open source
physics engines, such as Bullet. jMonkeyEngine supports both the Java-based jBullet and
native Bullet in a seamless manner.
Note
jBullet is a Java-based library with JNI bindings to the original Bullet based on C++. jMon-
keyEngine is supplied with both of these, and they can be used interchangeably by repla-
cing the libraries in the classpath. No coding change is required. Use
jme3-libraries-
physics
for the implementation of jBullet and
jme3-libraries-physics-nat-
ive
for Bullet. In general, Bullet is considered to be faster and is full featured.
Physics can be used for almost anything in games, from tin cans that can be kicked around
to character animation systems. In this chapter, we'll try to reflect the diversity of these im-
plementations.
All the recipes in this chapter will require you to have a
BulletAppState
class in the
application. To avoid repetition, the process of doing this is described in the
Adding Bullet
physics to the application
section in
Appendix
,
Information Fragments
.