I know this will look pretty much the same as things I’ve already posted but the difference is in what you can’t see:
Each one of those cubes is a Zay-ES entity and completely managed through systems. There is a BulletSystem that keeps PhysicsRigidBodies on their behalf and updates the entity accordingly. There is a ModelViewState that updates the model based on the latest entity position. On the back end side, JME Spatials have been completely abstracted away. The physics engine (BulletSystem) only knows about CollisionShapes. In fact, at the moment, no j3os are loaded by the physics engine at all.
All of this will be open sourced at some point… but it’s my first foray into pounding bullet into submission this way and the codebase to do it is quite small, in the end.
Edit: also, I think it’s funny how every project I ever make reaches a point where I find a “game” to play in it. Here I was trying to see how tall I could stack boxes when I can only shoot them. Pretty tall, actually. I think maybe that makes my “fun gauge” perhaps slightly inaccurate.