Hey thank u very much Andre its helped me a lot. thank u.

On Fri, Oct 9, 2009 at 11:53 PM, André <[email protected]> wrote:

>
> I've heard that somebody ported C++ Box2d physics engine to NDK which
> sounds quite good in terms of performance.
> Maybe check the NDK group, too?
>
>
> http://groups.google.com/group/android-ndk/browse_thread/thread/10f2e02c5d6857cb/23b7a4ef343a54ed
>
> -- André
> http://android.rabold.org
>
>
>
> On 9 Okt., 19:08, Dan Sherman <[email protected]> wrote:
> > Which physics engine you use should have nothing to do with which drawing
> > style you want to use (OpenGL vs canvas).  As far as I can guess, there
> > might not be much documentation for those, as they're probably direct
> > ports.  In the sense that the original documentation should get you 95%
> of
> > the way there...
> >
> > On Fri, Oct 9, 2009 at 1:52 AM, mmkr <[email protected]> wrote:
> >
> > > Hi,
> >
> > >     I want to try any physics engine for 2D and 3D in Android. So far
> > > I have learnt that JBullet and JBox2d can be used, and JBox2d is a
> > > better one among them. But there in not much available documentation
> > > available and it even uses some concepts which are not supported by
> > > Android like Applets.Even some posts in various forums suggested that
> > > there are still no ideal physics engines available for Android. Are
> > > there any plans for implementing specific physics engines for Android?
> > > Can OpenGL be used for these ?
> >
> > >       Help me out in deciding which physics engine is best suitable
> > > for Android.
> >
> > > Thanks in advance.
> >
> >
> >
>

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