Cubes are not displaying correctly and balls dont keep bouncing

First, my cube was showing correctly and i could see all three balls. However, the balls never bounced. They just kept flying into space. Now, I’ve added the physics state to the walls of the cube and the balls and the cube doesnt show correctly and I cannot see the balls anymore.

I am trying to get the balls to bounce inside the cube.

Here is the code below:

import com.jme.image.Texture;
import com.jme.scene.shape.Sphere.TextureMode;
import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.MouseButtonTrigger;
//import com.jme3.font.BitmapFont;
//import com.jme3.font.BitmapText;
//import com.jme3.font.Rectangle;
//import com.jme3.input.MouseInput;
//import com.jme3.input.controls.ActionListener;
//import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.material.Material;
//import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
//import java.io.BufferedWriter;
//import java.io.FileWriter;
//import java.io.IOException;

/**

  • test
  • @author normenhansen
    */

public class Main extends SimpleApplication {

private RandomPhysics randomPhys = new RandomPhysics();

//create nodes to appear on screen
private Node cubeNode = new Node(“cubeNode”);
private Node sphereNode = new Node(“sphereNode”);
private Node physicsSpace = new Node(“physicsSpace”);

//prepares boxes
private Box frontWall, floor, leftWall, rightWall, backWall;

//creates Geometry for boxes to be seen
private Geometry geoFloor, geoLeftSide, geoRightSide, geoFront, geoBackWall, sphere1, sphere2, sphere3;

//prepares Materials
Material matSphere1, matSphere2, matSphere3, matFloor, matBackWall, matLeftWall, matRightWall, matFront;

//prepares Sphere
//private Sphere ballSpheres;
private static final Sphere ballSpheres;
//= new Sphere(32,32,.4f, true, false);

//prepares the Physics Application State
private BulletAppState bulletAppState,bulletAppState_front, bulletAppState_left, bulletAppState_right, bulletAppState_back, bulletAppState_floor;

private RigidBodyControl ball_phy1, ball_phy2, ball_phy3, frontWall_phy, floor_phy, leftWall_phy, rightWall_phy, BackWall_phy;

//prepares geometries and physical n
//CollisionShape cubeCollisionShape = CollisionShapeFactory.createMeshShape((Node)cubeNode);

public static void main(String[] args) {
Main app = new Main();
app.start();
}

static {
//prepares Sphere
ballSpheres = new Sphere(32,32,.4f, true, false);
//ballSpheres.setTextureMode(TextureMode.Projected);

}
@Override
public void simpleInitApp() {

    //creates Cube environment
    initCube();
    //creates balls
    initSpheres();
    //creates Materials
    initMaterials();
    //creates Nodes
    initNodes();
    
    /** Configure cam to look at scene */
cam.setLocation(new Vector3f(2, 4f, 6f));
cam.lookAt(new Vector3f(2, 2, 2), Vector3f.UNIT_Y);
/** Add InputManager action: Left click triggers shooting. */
inputManager.addMapping("shoot", 
        new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
}

private void initCube(){

    bulletAppState_front=new BulletAppState();
    stateManager.attach(bulletAppState_front);
    
    bulletAppState_floor=new BulletAppState();
    stateManager.attach(bulletAppState_floor);
    
    bulletAppState_left=new BulletAppState();
    stateManager.attach(bulletAppState_left);
    
    bulletAppState_right=new BulletAppState();
    stateManager.attach(bulletAppState_right);
    
    bulletAppState_back=new BulletAppState();
    stateManager.attach(bulletAppState_back);
    
    //create frontWall
    frontWall = new Box(Vector3f.ZERO,.1f,5f,5f);
    //frontWall = new Box();
    geoFront = new Geometry("My Box", frontWall);
    geoFront.setQueueBucket(RenderQueue.Bucket.Translucent);
    geoFront.setLocalTranslation(5.1f,5.9f,0);

// this.rootNode.attachChild(geoFront);
frontWall_phy = new RigidBodyControl(0.0f);
geoFront.addControl(frontWall_phy);
bulletAppState_front.getPhysicsSpace().add(frontWall_phy);

    //create floor
    floor = new Box(Vector3f.ZERO,5f,.1f,5f);
    //floor = new Box();
    geoFloor = new Geometry("Floor", floor);
    geoFloor.setQueueBucket(RenderQueue.Bucket.Translucent);
    geoFloor.setLocalTranslation(0,1,0);
    floor_phy = new RigidBodyControl(0.0f);
    geoFloor.addControl(floor_phy);
    bulletAppState_floor.getPhysicsSpace().add(floor_phy);
    
    //create leftWall
    leftWall = new Box(Vector3f.ZERO,5f,5f,.1f);
    //leftWall = new Box();
    geoLeftSide = new Geometry("Left Wall", leftWall);
    geoLeftSide.setQueueBucket(RenderQueue.Bucket.Translucent);
    geoLeftSide.setLocalTranslation(0,5.9f,5.1f);
    leftWall_phy = new RigidBodyControl(0.0f);
    geoLeftSide.addControl(leftWall_phy);
    bulletAppState_left.getPhysicsSpace().add(leftWall_phy);
    
    //create rightWall
    rightWall = new Box(Vector3f.ZERO,5f,5f,.1f);
    //rightWall = new Box();
    geoRightSide = new Geometry("Left Wall", rightWall);
    geoRightSide.setQueueBucket(RenderQueue.Bucket.Translucent);
    geoRightSide.setLocalTranslation(0,5.9f,-5.1f);
    rightWall_phy = new RigidBodyControl(0.0f);
    geoRightSide.addControl(rightWall_phy);
    bulletAppState_right.getPhysicsSpace().add(rightWall_phy);
    
    //create backWall
    backWall =new Box(Vector3f.ZERO, .1f,5f,5f);
    //backWall =new Box();
    geoBackWall = new Geometry ("Back Wall", backWall);
    geoBackWall.setQueueBucket(RenderQueue.Bucket.Translucent);
    geoBackWall.setLocalTranslation(-5.1f,5.9f,0f);
    BackWall_phy = new RigidBodyControl(0.0f);
    geoBackWall.addControl(BackWall_phy);
    bulletAppState_back.getPhysicsSpace().add(BackWall_phy);
}       
 private void initMaterials(){
    
    //create material for floor
    matFloor = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    //matFloor.setColor("Color", ColorRGBA.Blue);
    matFloor.setColor("Color", new ColorRGBA(.6f,.3f,0,.5f));
    geoFloor.setMaterial(matFloor);
    //geoFloor.setMaterial(matFloor);
    //geoFloor.setLocationTranslation(0,-0.1f,0); 
    
    //create material for backWalls
    matBackWall = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    matBackWall.setColor("Color", ColorRGBA.Green);
    //matBackWall.setColor("Color", new ColorRGBA(0f,.5f,0,.5f));
    geoBackWall.setMaterial(matBackWall);
    
    matFront = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    //matFront.setColor("Color", ColorRGBA.Orange);
    matFront.setColor("Color", new ColorRGBA(0.5f,.5f,0,.5f));
    geoFront.setMaterial(matFront);
                    
    //create material for left and right Walls
    matLeftWall = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    matLeftWall.setColor("Color", new ColorRGBA(.5f,0f,0f,.5f));
    //matLeftWall.setColor("Color", ColorRGBA.Yellow);
    geoLeftSide.setMaterial(matLeftWall);
    
    matRightWall = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    matRightWall.setColor("Color", new ColorRGBA(0f,0f,0.5f,.5f));
    //matRightWall.setColor("Color", ColorRGBA.White);
    geoRightSide.setMaterial(matRightWall);
    
    //create Sphere1 material
    matSphere1 = new Material(assetManager,"Common/MatDefs/Misc/Unshaded.j3md");
    matSphere1.setColor("Color",ColorRGBA.Green);
    sphere1.setMaterial(matSphere1);
    
    //create Sphere2 material
    matSphere2 = new Material(assetManager,"Common/MatDefs/Misc/Unshaded.j3md");
    matSphere2.setColor("Color",ColorRGBA.Blue);
    sphere2.setMaterial(matSphere2);
    
    //create Sphere3 material
    matSphere3 = new Material(assetManager,"Common/MatDefs/Misc/Unshaded.j3md");
    matSphere3.setColor("Color",ColorRGBA.Orange);
    sphere3.setMaterial(matSphere3);
    
 }
 private void initNodes(){
    cubeNode.attachChild(geoFront);
    cubeNode.attachChild(geoBackWall);
    cubeNode.attachChild(geoFloor);
    cubeNode.attachChild(geoLeftSide);
    cubeNode.attachChild(geoRightSide);
    //cubeNode.rotate(1,1,1);
    rootNode.attachChild(cubeNode);
     
    sphereNode.attachChild(sphere1);
    sphereNode.attachChild(sphere2);
    sphereNode.attachChild(sphere3);
    rootNode.attachChild(sphereNode);
    
         
  }
 /**
  • Every time the shoot action is triggered, a new cannon ball is produced.

  • The ball is set up to fly from the camera position in the camera direction.
    */
    private ActionListener actionListener = new ActionListener() {
    public void onAction(String name, boolean keyPressed, float tpf) {
    if (name.equals(“shoot”) && !keyPressed) {
    initSpheres();
    }
    }
    };
    private void initSpheres(){
    //Sphere.setTextureMode(TextureMode.Projected);
    //set up physics game
    bulletAppState=new BulletAppState();
    stateManager.attach(bulletAppState);

    //creates 3 Spheres with associated physics controls
    sphere1 = new Geometry (“Sphere 1”,ballSpheres);
    // sphere1.setLocalTranslation(cam.getLocation());//position the ball
    ball_phy1 = new RigidBodyControl(1f);//make ball physicall with mass > 0.0f
    sphere1.addControl(ball_phy1);//add ball to physical space

    sphere2 = new Geometry (“Sphere 2”,ballSpheres);
    // sphere2.setLocalTranslation(cam.getLocation());
    ball_phy2 = new RigidBodyControl(1.5f);//make ball physicall with mass > 0.0f
    sphere2.addControl(ball_phy2);

    sphere3 = new Geometry (“Sphere 3”,ballSpheres);
    //sphere3.setLocalTranslation(cam.getLocation());//positions the ball
    ball_phy3 = new RigidBodyControl(2f);//make ball physicall with mass > 0.0f
    sphere3.addControl(ball_phy3);

    //Adds the sphere spatials to the physics state
    bulletAppState.getPhysicsSpace().add(ball_phy1);
    bulletAppState.getPhysicsSpace().add(ball_phy2);
    bulletAppState.getPhysicsSpace().add(ball_phy3);
    ball_phy1.setLinearVelocity(cam.getDirection().mult(15)); //accelerate the physicall ball to shoot it
    ball_phy2.setLinearVelocity(cam.getDirection().mult(15)); //accelerate the physicall ball to shoot it
    ball_phy3.setLinearVelocity(cam.getDirection().mult(15)); //accelerate the physicall ball to shoot it

}
   private void initInputs() {
inputManager.addMapping("shoot", 
        new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");

}

@Override
public void simpleUpdate(float tpf) {
  //geometry  
}

@Override
public void simpleRender(RenderManager rm) {
       }

}

Would you mind in fixing this code formatting? It’ll help us a lot…

how?

Its hard to understand your code, but if you are trying to make balls bouncing inside another object rigid body object, it is not going to work unless you use advanced rigidbody, and it will not work with standard box anyway.
What are you trying to do ? If its just a test, use planes, avoid puting objects inside others.
Also, trying to put some videos or image, it helps a lot.

import com.jme.image.Texture;
import com.jme.scene.shape.Sphere.TextureMode;
import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.MouseButtonTrigger;
//import com.jme3.font.BitmapFont;
//import com.jme3.font.BitmapText;
//import com.jme3.font.Rectangle;
//import com.jme3.input.MouseInput;
//import com.jme3.input.controls.ActionListener;
//import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.material.Material;
//import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
//import java.io.BufferedWriter;
//import java.io.FileWriter;
//import java.io.IOException;

/**

  • test
  • @author normenhansen
    */

public class Main extends SimpleApplication {

private RandomPhysics randomPhys = new RandomPhysics();

//create nodes to appear on screen
private Node cubeNode = new Node(“cubeNode”);
private Node sphereNode = new Node(“sphereNode”);
private Node physicsSpace = new Node(“physicsSpace”);

//prepares boxes
private Box frontWall, floor, leftWall, rightWall, backWall;

//creates Geometry for boxes to be seen
private Geometry geoFloor, geoLeftSide, geoRightSide, geoFront, geoBackWall, sphere1, sphere2, sphere3;

//prepares Materials
Material matSphere1, matSphere2, matSphere3, matFloor, matBackWall, matLeftWall, matRightWall, matFront;

//prepares Sphere
//private Sphere ballSpheres;
private static final Sphere ballSpheres;
//= new Sphere(32,32,.4f, true, false);

//prepares the Physics Application State
private BulletAppState bulletAppState,bulletAppState_front, bulletAppState_left, bulletAppState_right, bulletAppState_back, bulletAppState_floor;

private RigidBodyControl ball_phy1, ball_phy2, ball_phy3, frontWall_phy, floor_phy, leftWall_phy, rightWall_phy, BackWall_phy;

//prepares geometries and physical n
//CollisionShape cubeCollisionShape = CollisionShapeFactory.createMeshShape((Node)cubeNode);

public static void main(String[] args) {
Main app = new Main();
app.start();
}

static {
//prepares Sphere
ballSpheres = new Sphere(32,32,.4f, true, false);
//ballSpheres.setTextureMode(TextureMode.Projected);

}
@Override
public void simpleInitApp() {

    //creates Cube environment
    initCube();
    //creates balls
    initSpheres();
    //creates Materials
    initMaterials();
    //creates Nodes
    initNodes();
    
    /** Configure cam to look at scene */
cam.setLocation(new Vector3f(2, 4f, 6f));
cam.lookAt(new Vector3f(2, 2, 2), Vector3f.UNIT_Y);
/** Add InputManager action: Left click triggers shooting. */
inputManager.addMapping("shoot", 
        new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
}

private void initCube(){

    bulletAppState_front=new BulletAppState();
    stateManager.attach(bulletAppState_front);
    
    bulletAppState_floor=new BulletAppState();
    stateManager.attach(bulletAppState_floor);
    
    bulletAppState_left=new BulletAppState();
    stateManager.attach(bulletAppState_left);
    
    bulletAppState_right=new BulletAppState();
    stateManager.attach(bulletAppState_right);
    
    bulletAppState_back=new BulletAppState();
    stateManager.attach(bulletAppState_back);
    
    //create frontWall
    frontWall = new Box(Vector3f.ZERO,.1f,5f,5f);
    //frontWall = new Box();
    geoFront = new Geometry("My Box", frontWall);
    geoFront.setQueueBucket(RenderQueue.Bucket.Translucent);
    geoFront.setLocalTranslation(5.1f,5.9f,0);

// this.rootNode.attachChild(geoFront);
frontWall_phy = new RigidBodyControl(0.0f);
geoFront.addControl(frontWall_phy);
bulletAppState_front.getPhysicsSpace().add(frontWall_phy);

    //create floor
    floor = new Box(Vector3f.ZERO,5f,.1f,5f);
    //floor = new Box();
    geoFloor = new Geometry("Floor", floor);
    geoFloor.setQueueBucket(RenderQueue.Bucket.Translucent);
    geoFloor.setLocalTranslation(0,1,0);
    floor_phy = new RigidBodyControl(0.0f);
    geoFloor.addControl(floor_phy);
    bulletAppState_floor.getPhysicsSpace().add(floor_phy);
    
    //create leftWall
    leftWall = new Box(Vector3f.ZERO,5f,5f,.1f);
    //leftWall = new Box();
    geoLeftSide = new Geometry("Left Wall", leftWall);
    geoLeftSide.setQueueBucket(RenderQueue.Bucket.Translucent);
    geoLeftSide.setLocalTranslation(0,5.9f,5.1f);
    leftWall_phy = new RigidBodyControl(0.0f);
    geoLeftSide.addControl(leftWall_phy);
    bulletAppState_left.getPhysicsSpace().add(leftWall_phy);
    
    //create rightWall
    rightWall = new Box(Vector3f.ZERO,5f,5f,.1f);
    //rightWall = new Box();
    geoRightSide = new Geometry("Left Wall", rightWall);
    geoRightSide.setQueueBucket(RenderQueue.Bucket.Translucent);
    geoRightSide.setLocalTranslation(0,5.9f,-5.1f);
    rightWall_phy = new RigidBodyControl(0.0f);
    geoRightSide.addControl(rightWall_phy);
    bulletAppState_right.getPhysicsSpace().add(rightWall_phy);
    
    //create backWall
    backWall =new Box(Vector3f.ZERO, .1f,5f,5f);
    //backWall =new Box();
    geoBackWall = new Geometry ("Back Wall", backWall);
    geoBackWall.setQueueBucket(RenderQueue.Bucket.Translucent);
    geoBackWall.setLocalTranslation(-5.1f,5.9f,0f);
    BackWall_phy = new RigidBodyControl(0.0f);
    geoBackWall.addControl(BackWall_phy);
    bulletAppState_back.getPhysicsSpace().add(BackWall_phy);
}       
 private void initMaterials(){
    
    //create material for floor
    matFloor = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    //matFloor.setColor("Color", ColorRGBA.Blue);
    matFloor.setColor("Color", new ColorRGBA(.6f,.3f,0,.5f));
    geoFloor.setMaterial(matFloor);
    //geoFloor.setMaterial(matFloor);
    //geoFloor.setLocationTranslation(0,-0.1f,0); 
    
    //create material for backWalls
    matBackWall = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    matBackWall.setColor("Color", ColorRGBA.Green);
    //matBackWall.setColor("Color", new ColorRGBA(0f,.5f,0,.5f));
    geoBackWall.setMaterial(matBackWall);
    
    matFront = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    //matFront.setColor("Color", ColorRGBA.Orange);
    matFront.setColor("Color", new ColorRGBA(0.5f,.5f,0,.5f));
    geoFront.setMaterial(matFront);
                    
    //create material for left and right Walls
    matLeftWall = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    matLeftWall.setColor("Color", new ColorRGBA(.5f,0f,0f,.5f));
    //matLeftWall.setColor("Color", ColorRGBA.Yellow);
    geoLeftSide.setMaterial(matLeftWall);
    
    matRightWall = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    matRightWall.setColor("Color", new ColorRGBA(0f,0f,0.5f,.5f));
    //matRightWall.setColor("Color", ColorRGBA.White);
    geoRightSide.setMaterial(matRightWall);
    
    //create Sphere1 material
    matSphere1 = new Material(assetManager,"Common/MatDefs/Misc/Unshaded.j3md");
    matSphere1.setColor("Color",ColorRGBA.Green);
    sphere1.setMaterial(matSphere1);
    
    //create Sphere2 material
    matSphere2 = new Material(assetManager,"Common/MatDefs/Misc/Unshaded.j3md");
    matSphere2.setColor("Color",ColorRGBA.Blue);
    sphere2.setMaterial(matSphere2);
    
    //create Sphere3 material
    matSphere3 = new Material(assetManager,"Common/MatDefs/Misc/Unshaded.j3md");
    matSphere3.setColor("Color",ColorRGBA.Orange);
    sphere3.setMaterial(matSphere3);
    
 }
 private void initNodes(){
    cubeNode.attachChild(geoFront);
    cubeNode.attachChild(geoBackWall);
    cubeNode.attachChild(geoFloor);
    cubeNode.attachChild(geoLeftSide);
    cubeNode.attachChild(geoRightSide);
    //cubeNode.rotate(1,1,1);
    rootNode.attachChild(cubeNode);
     
    sphereNode.attachChild(sphere1);
    sphereNode.attachChild(sphere2);
    sphereNode.attachChild(sphere3);
    rootNode.attachChild(sphereNode);
    
         
  }
 /**
  • Every time the shoot action is triggered, a new cannon ball is produced.

  • The ball is set up to fly from the camera position in the camera direction.
    */
    private ActionListener actionListener = new ActionListener() {
    public void onAction(String name, boolean keyPressed, float tpf) {
    if (name.equals(“shoot”) && !keyPressed) {
    initSpheres();
    }
    }
    };
    private void initSpheres(){
    //Sphere.setTextureMode(TextureMode.Projected);
    //set up physics game
    bulletAppState=new BulletAppState();
    stateManager.attach(bulletAppState);

    //creates 3 Spheres with associated physics controls
    sphere1 = new Geometry (“Sphere 1”,ballSpheres);
    // sphere1.setLocalTranslation(cam.getLocation());//position the ball
    ball_phy1 = new RigidBodyControl(1f);//make ball physicall with mass > 0.0f
    sphere1.addControl(ball_phy1);//add ball to physical space

    sphere2 = new Geometry (“Sphere 2”,ballSpheres);
    // sphere2.setLocalTranslation(cam.getLocation());
    ball_phy2 = new RigidBodyControl(1.5f);//make ball physicall with mass > 0.0f
    sphere2.addControl(ball_phy2);

    sphere3 = new Geometry (“Sphere 3”,ballSpheres);
    //sphere3.setLocalTranslation(cam.getLocation());//positions the ball
    ball_phy3 = new RigidBodyControl(2f);//make ball physicall with mass > 0.0f
    sphere3.addControl(ball_phy3);

    //Adds the sphere spatials to the physics state
    bulletAppState.getPhysicsSpace().add(ball_phy1);
    bulletAppState.getPhysicsSpace().add(ball_phy2);
    bulletAppState.getPhysicsSpace().add(ball_phy3);
    ball_phy1.setLinearVelocity(cam.getDirection().mult(15)); //accelerate the physicall ball to shoot it
    ball_phy2.setLinearVelocity(cam.getDirection().mult(15)); //accelerate the physicall ball to shoot it
    ball_phy3.setLinearVelocity(cam.getDirection().mult(15)); //accelerate the physicall ball to shoot it

}
   private void initInputs() {
inputManager.addMapping("shoot", 
        new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");

}

@Override
public void simpleUpdate(float tpf) {
  //geometry  
}

@Override
public void simpleRender(RenderManager rm) {
       }

}

indent preformatted text by 4 spaces

Did i do it correctly?

Does it look correct to you?
And please edit your original message instead of reposting.

1 Like

yes it looks right…

Look closer.

It appears the lines of code are breaking up. How do I fix that? I pasted the code here and then I clicked on the </>. Is that the correct procedure? I’m new here so I’m not familiar with this.

All the information you ask is in the post I linked 7 post ago. Please read it.

Did you tried to enable the debug to see if the walls was correctly added to the physics world ?
Try to post some pictures, simple its an simple case, its easy to see what is going on in using pictures.

Run the debugger on the compiler? I can snap some pics. I’ll be right back.

Yep, post pictures with the debug on, you know how to do it, right ?
bulletAppState.getPhysicsSpace().enableDebug(assetManager);

Click on debug project and then step into? oh got yah. I’ll do that

Just edited my post, put this line as the first line of your app and you are good to go.

ahhh, i can see the balls when I do that but they are not bouncing. I think I need to change my material into something solid so that they can bounce. would that be in the correct path? also, i attached the screenshot.

Well, in this picture we can see that your walls are not in the physics world…
Those walls should be pink the same way the balls are…
Take a look on that, it may be your problem.
Obs: What a terrible fps by the way :smile:

So once they are in the physics world, the color changes to one color? I mean, I added all the walls to a physics state…