2d physics on JBox2D

Problems with Canvas, OpenGL, etc...

2d physics on JBox2D

Postby chiara » Tue Aug 31, 2010 5:48 pm

Have any one try JBox2d recently?

How its works?

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Re: 2d physics on JBox2D

Postby MichaelEGR » Wed Sep 01, 2010 11:04 am

There are general object allocation and GC issues with JBox2D and JBullet and they are not suitable for Android dev. Direct bindings seem to be the way to go. Check out libgdx for native Box2D libs with a Java binding. Mario is hopefully going to release a native Bullet binding with a Java API too for Android and such sometime soon.
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Re: 2d physics on JBox2D

Postby chiara » Thu Sep 02, 2010 6:17 pm

I just finish a simple JBox2D example and it really generate a lot of GC.
I will try the same example width libgdx and compare both.

I have another issue with respect of the 2D drawing.
Currently I have a png resource for each type of object and I'm using a custom view to draw each bitmap at its corresponding position on the screen. Is there a better why to do this?

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