poplalava.blogg.se

Java 3d physics engine
Java 3d physics engine





java 3d physics engine

(Risky business, since you would depend on two major variable) If it happens AND if Unity rolls it out, you will have common ground. I think (!) ports will span out soon, including Java. If Java is already set in stone, then how much time do you have? Can you postpone this decision a "little bit"? (Nothing is wrong with Java, but serving Unity clients is not the best choice, I would roll a headless Unity instead) Is the Java server a hard requirement? I would advise against it if you still have a choice. Unfortunately even the original ODE has its Wiki down.ĭo you guys have experience on this part and what approach is best? Thank you! It basically refers to the original C++ ODE for information. ODE4j looks most promising in terms of being actively developed, but its documentation looks very poor, I didn't find proper community or support. So I am concerned it may not be possible to approximate the two simulations on client and server.

Java 3d physics engine full#

My main concern is that although physics is uniform all across the Universe, any given framework might have different set of fine-tuning params than PhysX.Īlso what is exposed by Unity to PhysX is surely not the full set of parameters that can be set. I do not need rendering capabilities except for debugging purposes while in development. jMonkeyEngine (seems actively developed).JBullet - port of Bullet to Java (seems very outdated - based on Bullet 2.72 which is like 2008).ODE4j - port of ODE to Java (actively developed).Therefore I am looking into couple of frameworks to use as plain server-side physics simulation. This is because I doubt it is ever possible to get the same simulation on client and server, not just because they are different machines but also because I can't use PhysX (or some port of it) on the server side. We are making a game with client-side prediction physics simulation and it also has an authoritative server written in Java which needs to correct whenever the client simulation goes off too much.īy "too much" I mean by some margin of error which needs correction.







Java 3d physics engine