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Hi! Thanks for this great work. I have a humanoid agent (ball joints) and an object. Can current integrator (say XPBD) support the physical between them? I tended to use omni/isaac-sim but they don't …
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Coming from [bevy_xpbd](https://github.com/Jondolf/bevy_xpbd), normals are very imprecise when using shape casts via bevy_xpbd's spacial query's shape_hits function. i am creating a kinematic characte…
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Hi Yuki,
great repo, thanks!
I was wondering whether you could add a proper damping support to Distance Constraints as described in the original XPBD paper (Eq. 26)
Thanks!
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Greetings, as xpbd is being discontinued, I've been migrating my new foxtrot template (recommended to me by a video helping folks get started on the Bevy Game Jam) based app to avian and Oxidized Navi…
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I've uncountered some interesting collision handling behaviour and I am not sure if it is an error on my part, or a bug in `bevy_xpbd`.
I have entities that have `Vision`. I implement `Vision`, by …
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Building `bevy_xpbd` from a git source with `cargo vendor` fails with an error involving `../../src/lib.rs`.
To reproduce:
```bash
cargo init foobar
cd foobar
cargo add --git https://github.c…
musjj updated
5 months ago
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Right now I can see this only works for 3d rendering and with 3d physics (bevy_xpbd_3d) would it be possible to make it 3d/2d agnostic?
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Hi, just found this project. Don't really have a concrete issue, but some design questions id like to discuss.
Ive recently started work on a similar project in JAX, that tries to use [XPBD](https:…
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I've spent hours tried to debug this, but am stuck and need some help. Using bevy_xpbd_2d.
I tried to naïvely (following the documentation) add a `RigidBody` to an existing `SpriteBundle` entity. B…
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Not sure if it helps someone. To avoid too much loss of energy during collisions, in my particular implementation, I added an energy conservation restriction in the postSolve phase which scales all ve…