Add Jolt Debug Drawing
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.
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.
Related categories:
C Programming
C++ Programming
Computer Graphics
Debugging
OpenGL
Game Development
Graphics Programming