Exporting to C++ and translating to Java is probably the least efficient and flexible method possible for doing this, and you are losing out on convenient ways to find named items, custom properties, and quick turnaround time to test your scenes. It almost entirely defeats the purpose of having an editor at all, and all of that for only hours and hours more work. In fact, it might even be quicker to just click on items in RUBE and copy the values from the properties panel into your source code
If you want straight jBox2D, there is an example of that on the 'Supported loaders' page I linked to, and the instructions are on the b2dJson page I linked to above. It seems like you are dreading that using the loader is a real chore or something, but here is an example for straight jBox2D:
Code: Select all
Jb2dJson json = new Jb2dJson();
StringBuilder errorMsg = new StringBuilder();
World world = json.readFromFile("car.json", errorMsg);
Of course, you need to have the right classes available in your project to do this, but you only need to set that up once, and it's orders of magnitude less work than the way you're doing it now. The way you are "learning the framework" is like learning to drive a car by learning to cast steel into an engine block.