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The `RapierContext` resource is massive. It has the island manager, broad phase, narrow phase, CCD solver, physics pipeline, query pipeline, integration parameters, rigid bodies, colliders, and joints…
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https://johanhelsing.studio/posts/cargo-space-devlog-1
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Two features would allow for custom scheduling inside a Bevy loop:
1. Pass `Schedule`s to `RenetServerPlugin` and `RenetClientPlugin` and pass it to plugin configurations to replace hardcoded `PreU…
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On commit 164f2523860a3971593a80f078140514dc5b776e, running `cargo run --example ray_caster` crashes after running a couple of seconds. On release mode, it doesn't crash as debug assertions are not en…
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Was tinkering around and was trying to make a ball bounce infinitely. Usually, you can accomplish this by just setting the restitution to 1 and the calculation to max. However, doing this results in…
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For STC/#16 we could discuss possible scientific developments:
- Newton solver in SOFA,
- new mechanical models (Smooth Neo Hookean in SOFA, or Yeoh in Caribou)
- new methods (Iterative…
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Hi! I'm having an issue in my physics engine bevy_xpbd where convex hulls with large faces can return invalid contact manifolds, which produces very buggy and explosive behavior. This also impacts rap…
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## What problem does this solve or what need does it fill?
Currently gizmos are global and are rebuilt every frame. This is fine for debugging small scenes. On big scenes, however gizmos can incur …
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Currently the plugin uses only Rapier colliders for calculating the navigation. But it would be great to make this integration optional for games that does not use physics like mine. I would like to s…
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https://github.com/Jondolf/bevy_xpbd/assets/40173605/327633fd-fa88-441f-9281-9ca4370a883c
When this situation occurs, the movement of the sphere feels a bit exaggerated. Is there an efficient way…