I’m at the point where I’m working away trying to turn the various bits into a coherent whole, level design, weapon upgrades, etc. Too much too soon and the fun is removed. Too little too late and the game just becomes really hard or boring.
Jitter is a little short on documentation but has an excellent set of demostration scenes. It is worthwhile having a look and a quick play.
The tutorial PDF (included in the package) sums up the basics.
Create a Collision system (I use the CollisionSystemSAP).
Create a physics World and pass the collision system.
Create a shape
Create a RigidBody – using the Shape just created
Add the body to the world
Every update loop ask the physics engine to step forward a small amount of time.
That’s pretty painless and pretty easy to get going. The Jitter libraries are very well designed, the code is well encapsulated and loosely bound.
I’m still playing with the physical properties and other parameters to get a world that “plays right”. Not too hard, not too easy but essentially realistic enough that the gamer can become immersed in shooting the baddies and protecting the oil refinary!