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I have a simple game with 20-30 physics bodies (static, and dynamic)

If I add some additional Dynamic bodies and joints (over 80-90 item), then JBox2D will become very laggy, and a little slow.

Am I doing something wrong, or is this the limit of JBox2D? If I change to Box2D JNI via java native calls, will it be faster?

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    \$\begingroup\$ I have no idea what hardware you are running on, but I think for a mobile game, that might be too much for most phones to handle. \$\endgroup\$ May 9 '11 at 22:09
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    \$\begingroup\$ Joints are generally quite expensive to use too I believe. \$\endgroup\$ Oct 7 '11 at 9:13
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Response for Android devices. Jbox2D is so bad... Since NDK is available, i use it with native Box2D. January 2010, there was a 3X factor without garbage collector lags. There is many NDK ports as in libGDX

note: With 2.3 devices, the new GC fixes lags...

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