jME Physics was providing an interface between jME (Java Monkey Engine) and ODE (Open Dynamics Engine).
It sat on top of a slightly modified version of odejava, and provided a way to very easily set up a physics world
and add objects to it - a simple box-falling-on-a-floor application is only a matter of a few lines.
Yet, the goal was to provide advanced and powerful features - e.g. vehicle support is implemented.
jME Physics 2 was completely redesigned. Until today it supports most features of the old one plus some new
ones...
Find our discussion board here.
For current status of jME Physics 2, feature list and todos have a look at
README.txt.
Additionally the jME Physics 2 Wiki is growing steadily.
Latest release: 2.1.0 release candidate 1
jME Physics 2 got redesigned to allow some major features:
- physics engine independent API (to use e.g. NovodeX, PhysX, Newton... not only ODE)
- composable physics representation (e.g. approximate a mesh with two spheres)
- allow running physics without loading meshes (e.g. server side)
- load/store physics representation
- debugging mode showing physics representations (like with bounds currently)
additional features/fixes:
- proper handling of nested nodes (meshes in nested nodes)
- placement of pivot/mass point
- better integration with the scenegraph, as well as possible separation
New API:
- physics objects and types get specified within the scenegraph like this: