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BBMOD

Creating Collision Shapes

Build collision geometry from BBMOD models or authored Jolt assets.

Start Jolt before creating collision resources. The BBMOD buffers must still be CPU-readable: build collision before model.freeze().

GML
var shape = jolt_shape_mesh_from_bbmod(level_model);
var level_body = shape.create_static(0, 0, 0, {friction:0.8});
GML
var asset = jolt_asset_load("asset.jolt.json");
var body = jolt_asset_create_body(asset, JOLT_MOTION_DYNAMIC, {position:{x:0,y:0,z:5},mass:2});

Static mesh follows triangles; movable bodies use collision shapes authored in Blender or assembled manually. Preserve matching visual/collision transforms. A visual model alone is not a physics body and cannot be hit by a Jolt world raycast.

Primitive shapes, explicit vertex/index arrays, authored JSON and .jcol remain supported. Destroy bodies before releasing shape resources and stopping the world.

Current project integrations#