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### Describe the project you are working on
1. A 3D game where you swim and the environment and life reacts to you in a dynamic way.
2. A scattering addon where I need to avoid overlapping meshes.
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### Describe the project you are working on
Godot Navigation
### Describe the problem or limitation you are having in your project
Today, Godot drops everything into a single aggregate mesh and per…
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First off, thanks for all the hard work in bringing standardized ray tracing to Vulkan. Very excited about it! As part of the call for feedback, one thing that has always bothered me with big ray trac…
Lin20 updated
4 years ago
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Hi,
First of all, thank you for this great project - it's really helpful and helps to save a lot of time.
Today I used the interactive BOM during assembly of two rather large PCBs (~350 BOM entr…
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Could the author support adding, removing, or updating box nodes in an already built BVH tree without needing to rebuild the entire tree each time? Rebuilding the entire tree every time should be more…
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## Description
I get the following error when trying to run the example :
```
Microsoft (R) C/C++ Optimizing Compiler Version 19.41.34123 for x86
Copyright (C) Microsoft Corporat…
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Godot 3.2.4 279f4fbb5f83c2df6e8499799a2aa0c14f85aa2d
Windows 10 64 bits
Bullet
**Issue description:**
After someone on Discord had an issue generating a small forest of trees, I investigated th…
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Would it be possible to use the simulation on animated avatars?
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### `attach_indices`
`attach_indices` should work the same for both primitives and predicates:
```c++
BVH tree(space, ArborX::attach_indices(primitives));
tree.query(space, ArborX::attach_indice…
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Simple question really, if I have built a fairly large collision mesh but require changing it, is there an option to provide a previously created collision mesh to avoid a full (and lengthy) build pro…