Then you have in Line 129 a ânew RaycasterVehicleâ. The reason you didnât find them in JME is because we are simply using the jar lib of JBullet and donât compile JBullet from scratch.
I didnât find JBullet on Github (or atleast not the official one), http://jbullet.advel.cz/ is the correct source for that.
Two things to contribution: You would need to make sure that this is a behaviour everyone likes (if itâs a real benefit for us) and then you would have to contribute it to jBullet, so we can simply use their newer libs rather than keeping an own fork (This means more trouble to update everytime).
The second thing is, that I believe I heard plans to drop jBullet since itâs way behind, performance and feature wise. The Lack of a proper way to have contributions, the fact that itâs 11 Versions behind the native one etc arenât good either.
The only thing was to ensure that the native bullet works properly on every device, which it seems to do (Android might be the only jBullet usecase)
However, if you mean âfrictionâ as in âaccelerating without getting fasterâ or âsteering at high speeds doesnât make my car go around cornersâ, then itâs simply a matter of getting the Wheels of the PhysicsVehicle and playing around with their friction values. So this is currently possible
So it seems contributing something to Jbullet is a little bit harder than I was expecting. A little out of scope for me I would say.
I originally meant using the âPacejka Magic Formulaâ for tyre surface grip. (using slip ratio and slip angle) In my code I currently have slip angle working, currently trying to do slip ratio.
I did actually find that class you linked currently extending it for my car, but I didnât know that it just passes through to Jbullet directly. This is the file that I wanted: jbullet/RaycastVehicle.java at master ¡ bubblecloud/jbullet ¡ GitHub (even though it might not be the offical one). Thanks for helping me find it.
And if i wanted to rewrite my own physics would i extend RaycastVehicle.java and PhysicsVehicle.java? Or is there some simpler way around that?
I explained that wrong: if you wanted it to be in any jme game, youâd go that way probably.
If you use the pluggable approach though (by extending said classes), you could Post your extensions as a User project or something.
This is by far the easiest approach because if you change it directly you would have to compile jme and jbullet from scratch. Also you only need to Code a new constructor for the jme part.
And jme isnât completely passing but wrapping it for a more javaish and jmeish approach