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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2006-09-03T21:17:50+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
	<id>https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/501</id>

		<entry>
		<author><name><![CDATA[SteveBaker]]></name></author>
		<updated>2006-09-03T21:17:50+00:00</updated>

		<published>2006-09-03T21:17:50+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1653#p1653</id>
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		<title type="html"><![CDATA[Searching Physics Library for Java Me]]></title>

		
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For game 1, you can do really simple stuff yourself - the only force is gravity and there is only one moving object (essentially) - so do collision detection yourself (a sphere is the simplest object of all to do collisions with) - when you detect that you've collided and penetrated, it's trivial math to back the object back up along it's path until it's just touching - reflect the motion vector in surface normal of the surface you collided with and carry on with life.<br><br>If you get multiple collisions within one frame - calculate when in time you hit each one, deal with the first one - then rerun the physics when you've figured out what to do about it.<br><br>For game 2...you have a problem.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=726">SteveBaker</a> — Sun Sep 03, 2006 9:17 pm</p><hr />
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		<entry>
		<author><name><![CDATA[gkvoelkl]]></name></author>
		<updated>2006-09-03T20:05:56+00:00</updated>

		<published>2006-09-03T20:05:56+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1652#p1652</id>
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		<title type="html"><![CDATA[Searching Physics Library for Java Me]]></title>

		
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Hi!<br><br>At the moment I am planning to do two different games:<br><br>Game 1:<br>like Marble Madness: One sprehre and some cubes as obstacles<br><br>Game 2:<br>Racing Game: One player car and three oponent cars and a terrrain.<br><br>Best Regards<br><br>Gerhard<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=779">gkvoelkl</a> — Sun Sep 03, 2006 8:05 pm</p><hr />
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		<entry>
		<author><name><![CDATA[SteveBaker]]></name></author>
		<updated>2006-09-03T17:38:23+00:00</updated>

		<published>2006-09-03T17:38:23+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1651#p1651</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1651#p1651"/>
		<title type="html"><![CDATA[Re: Searching Physics Library for Java Me]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1651#p1651"><![CDATA[
I have my doubts that a mobile phone would have enough CPU horsepower to run a pure physics solution...at least not if there are more than a small number of physically active objects or much scenery for them to collide against.  I presume you'd need a pure Java library too - that makes matters even worse because Java code is slower than C/C++.<br><br>How many objects are you planning to have driven by the physics engine?   How complex is the 'world' they'd have to interact with?<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=726">SteveBaker</a> — Sun Sep 03, 2006 5:38 pm</p><hr />
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		<entry>
		<author><name><![CDATA[gkvoelkl]]></name></author>
		<updated>2006-09-03T09:45:18+00:00</updated>

		<published>2006-09-03T09:45:18+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1650#p1650</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1650#p1650"/>
		<title type="html"><![CDATA[Searching Physics Library for Java Me]]></title>

		
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Hello,<br><br>I am writing a game for mobile phones with Java Me (J2Me).<br><br>Does anyone know a physics library that I can use?<br><br>Thanks.<br><br>Best Regards<br><br>Gerhard<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=779">gkvoelkl</a> — Sun Sep 03, 2006 9:45 am</p><hr />
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