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Was wondering if there's any plans to support marching cubes or some other variant of destructible terrain in this engine. Or if that's a bit too high level for xpbd, maybe there could be some sort of…
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Hi,
Firstly, great work with this library man! The seamless integration with Bevy is a winner. I know your busy with school work so no rush on this one. But if some thing obvious stands out to you he…
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Hi,
First of all, thanks for the lovely library!
I'm writing a game like [Brotato](https://store.steampowered.com/app/1942280/Brotato/) and I'm spawning enemies randomly. The issue is I want to …
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Cubes start moving after a complete stop, as if they are possessed:
https://github.com/Jondolf/bevy_xpbd/assets/42153076/a26206d8-553e-421f-8d9e-cb8c89c3858d
The issue is mitigated by enabling `…
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I'd like to grave some objects fly, i.e. I'd like to be able to compute their lift, drag, and have everything work like by magic.
Is that something possible ? If yes how would I do that ? 1-entity con…
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Currently, `bevy_xpbd` uses the components `Pos` and `Rot` for describing the position and orientation of bodies. At the end of each iteration of the main physics loop, these are synchronized with bev…
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Thanks for the great library. I was wondering if there were any plans to add collision constraints to particles based on the their radius in XPBD.
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Hello, the new release of thiserror seems to have broken something. A game engine called bevy re-exports thiserror in a bevy_utils crate, when the code is then called in other places it fails to compi…
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# Summary
I encountered this error running a Bevy example `cargo run --example mesh2d`:
```
2023-12-02T22:26:01.361664Z INFO bevy_render::renderer: AdapterInfo { name: "Intel Iris Pro Graphics", v…
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You register components for rollback like this:
```rust
app.register_component::()
```
and that is defined something like this:
```rust
fn register_component() { ... }
```
It would be useful…