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We should ensure the Physics objects are serializable and recoverable. Like bodies, shapes, constraints, etc.
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### Details
According to [the VPhysics page on the Valve Developer Wiki](https://developer.valvesoftware.com/wiki/VPhysics), multiple IPhysicsEnvironments are possible.
> A VPhysics environment withi…
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### Before posting a bug report
- [X] I have searched exisisting GitHub issues to make sure the issue does not already exist.
### Expected behavior
I expect physics.normalize to return a no…
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Unreal Engine v5.4.4
VRM4U v20241007
**Describe the bug**
When importing a `VRM0` avatar, a Physics Asset is included.
But when importing a `VRM1` avatar, the Physics Asset isn't included.
On b…
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# Summary
The combat space needs a standardised way of defining interactions between objects and the world. We will primarily use a very simplified physics simulation for this.
Note: feeling like …
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Test gravity, drag, SRP, magnetic field and sun position to confirm accuracy
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# Cross section tables
Split off from https://github.com/celeritas-project/celeritas/issues/886 . I think this could be a good opportunity to explore a new design for building physics tables that …
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**Describe the Bug**
Currently, Webots relies on the CPU for physics simulations (e.g., physics engine calculations and sensor data processing), while the GPU is mainly used for graphical rendering. …
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### Terrain3D version
v0.9.2
### System information
4.4 dev1
### Is the issue reproducable in the demo?
Not applicable
### Issue description
Turning on Physics Interpolation Break…