jj_world_step function
Steps the world, then refreshes each character's ground velocity. Returns Jolt's EPhysicsUpdateError bits (0 = fine), or -1 for a dead world.
Implementation
@ffi.Native<ffi.Int32 Function(ffi.Int64, ffi.Float, ffi.Int32)>()
external int jj_world_step(int world, double dt, int collisionSteps);