Hi
I’m not quite sure how many bodies Tom was able to have in joode, he once mentioned something like that though (even in this forum, so do a search). But non the less I think joode will be able to do 1000.
But also the kind of Geoms in the Bodies is important, what are you trying to collide? TriMeshes for example are extremely costly, while spheres really go fast. But that shouldn’t be the main issue, more important: There aren’t yet all types off Collisions implemented yet!
You’ll be able to collide all types of Basic Geoms with each other, those are:
- Box
- Plane
- Capsule
- Sphere
- Ray
also 2D is possible:
If you need TriMeshes, joode might not be an option for you, because TriMeshes can only collide with Box, Sphere and other TriMeshes yet.
I also don’t know how well the GeomTransform works ( so you’ll be able to create complex geoms out of simpler ones ). And Cylinder doesn’t collide yet with anything.
Bevore you try implementing your own physics engine (that’ll be damn hard) , it’s probably much easier to code the needed Colliders (that’s not very easy either, but non the easier than coding the whole thing, I think
)
I hope joode is still useable for you 
cheers, Arne
PS: I don’t know what broumbroum is talking about, physics has nothing to do with applying textures to bodies and so on. Joode is completely seperated to any 3D engine. It will be easiest to use joode with Xith3D, because there already exist many helper classes for that.
PPS: As an alternative physics engine, there is also ODEJava, which uses ODE via JNI. In joode we “simply” ported ode to java to get rid of that jni and make it pure java.