Add Jolt Debug Drawing

Job ID: 39822509

Budget: €30 – €250 EUR

My current C++ game prototype already runs the Jolt physics engine side-by-side with an OpenGL renderer, but I still lack the built-in debug visualisation that makes collision shapes, contact points and broad-phase volumes visible in-game. I need the full debug-drawing interface from Jolt wired into my render loop and exposed through a simple toggle so I can switch it on or off at runtime or via an in-editor flag.

You will take the existing Jolt DebugRenderer implementation, adapt it to my OpenGL pipeline (modern core profile, using VAOs/VBOs and GLSL) and make sure it draws lines and triangles with minimal overhead. The function must handle colour, depth-testing and line width correctly, and clean up any GPU resources it allocates.

Deliverables:
• A single header / source pair (or equivalent module) that plugs into my project and implements JPH::DebugRenderer using OpenGL.
• A short usage snippet showing how I call Init, Draw and Shutdown from my main loop.
• Clear build instructions or CMake additions so I can compile on Windows and Linux.

Acceptance criteria: the demo scene starts with physics debug drawing disabled, toggles on with a key press, and I can see live collision wireframes, axis-aligned bounding boxes and contact points without any frame-time spikes.

If you are comfortable with Jolt internals, OpenGL line rendering and C++, this should be a straightforward task. I’ll share a minimal branch of the project so you can work in isolation.