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@flyover , Hi ,
Do you have a plane to Change the name of API , then provide a JavaScript-friendly API ?
example:
box2d.b2BodyDef --> Box2d.bodyDef
world.CreateBody --> world.createBody
b2BodyT…
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```
I'd really like to experiment with in-engine body/fixture/shape/joint changes,
where you could change a polygon's points or a circle's radius without
removing/adding from the engine.
This would…
-
```
1) Breakable constraints! (yes I know this is *somewhat* possible to do already
in Maya, but you have to use MEL which is slow, especially when you are
iterating through 20k objects in your sce…
-
```
1) Breakable constraints! (yes I know this is *somewhat* possible to do already
in Maya, but you have to use MEL which is slow, especially when you are
iterating through 20k objects in your sce…
-
In the documetation of [fcl::Contact](https://github.com/flexible-collision-library/fcl/blob/master/include/fcl/narrowphase/contact.h#L71), the `pos` field is simply described as:
"Contact position, …
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## Description
There are three issues involving using `BulletWorld.set_contact_added_callback` in Python which I was able to identity:
1. The callback provided in `set_contact_added_callback` is p…
-
```
1) Breakable constraints! (yes I know this is *somewhat* possible to do already
in Maya, but you have to use MEL which is slow, especially when you are
iterating through 20k objects in your sce…
-
```
1) Breakable constraints! (yes I know this is *somewhat* possible to do already
in Maya, but you have to use MEL which is slow, especially when you are
iterating through 20k objects in your sce…
-
```
1) Breakable constraints! (yes I know this is *somewhat* possible to do already
in Maya, but you have to use MEL which is slow, especially when you are
iterating through 20k objects in your sce…
-
```
1) Breakable constraints! (yes I know this is *somewhat* possible to do already
in Maya, but you have to use MEL which is slow, especially when you are
iterating through 20k objects in your sce…