In the last few years i coded my own physics engine - but i got stuck and decided to use jbox2d instead.
Now i added it to my java-based entity component game engine and its not working correctly...
There are gaps on every body - like the shape extends a lot more than the original shape definition and its like it floating around the bodies and the gravity affection is extremely fast. Using a gravity vector of (0, -10) is like instantly let the body crushes to the ground.
Is jbox2d so much different than normal box2d - or is my implementation wrong?
This is the physics systems which registers and unregisters new entities and creates or destroys box2d bodies for all the shapes/fixtures and of course steps the world:
And the rendering does not operate on the body directly, but use the entities transform component which are two-way syncronized with the bodies position/rotation in the physics/system, also use the shapes for rendering which was the base for the box2d shape definition - so if box2d has not change this, the values should be equal to my shapes.
Where is my implementation wrong?? (See attached image)