SequentialImpulseConstraintSolver sequentialImpulseConstraintSolver = new SequentialImpulseConstraintSolver();
discreteDynamicsWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, sequentialImpulseConstraintSolver, defaultCollisionConfiguration);
discreteDynamicsWorld.setGravity(new Vector3f(0f, -15f, 0f));
blockEntityRegistry = CoreRegistry.get(BlockEntityRegistry.class);
wrapper = new PhysicsWorldWrapper(world);
VoxelWorldShape worldShape = new VoxelWorldShape(wrapper);
liquidWrapper = new PhysicsLiquidWrapper(world);
VoxelWorldShape liquidShape = new VoxelWorldShape(liquidWrapper);