In the project proposal thread for jME Physics 2 MagicSpark[BlueSky] stated
[quote]I won’t object to the jME Physics project but I do think it’s principle is the opposite of code re-use and collaboration between projects.
I just wonder if jME Physics will use a fork of JOODE, as it does with ODEJava. I heard jME physics was fixing some bugs in ODEJava, then why do not contribute to ODEJava itself ?
That is splitting effort you don’t think there are enough duplicated work in the java game development area ? Don’t say Xith3D and jME aren’t in competition. (Some will say “it’s not the same developers that use it”, "they don’t have the same goals/architecture/performances/usecases/structure/taste).
Forks are good when projects are definitely dead (as Java3D was, why Sun just resurrect it ?) and when the projects owners don’t want any further contributions different from the original goals.
And let me tell you if you guys succeed to make a common adapter for ODEJava, JOODE, Novodex, Newton, Havok, then I promise I’ll shut up. But if it’s the case then you’d better to do a scenegraph-agnostic & physic_library-agnostic lib. But that just seems impossible to me.
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Which indeed is an important point!
Copying the ODEJava sources for jME Physics was not the best idea. It was done to avoid conversion of the math classes - jME uses different Vector3fs, Quaternions and Matrices… currently I don’t have a better idea for this as to change the imports and adapt to the behaviour of those math classes.
I would love to have a JOODE binding for jME Physics 2! Only I’m afraid we will face the same problem like with ODEJava - any suggestions? At least the conversion to native data is gone - maybe we should then accept a conversion from (and to) jME math package?
btw: the only actual bugfix for ODEJava itself I have done was discussed in the forums and added to ODEJava (the fix for triangle buffers).
And regarding that scenegraph agnostic physics library abstraction layer… well, yes, I think that does not really work, too.