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We currently rely on third-party libraries to provided physics support which is a bit cumbersome. Instead, we would prefer to embed physics support within `CCNode`.
This needs to be done in a way tha…
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Currently, Ammo is deeply integrated into rigidbody and collision components, making it an integral part of the PC engine.
I would like to propose decoupling the physics engine into own backend prov…
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### 💡 Summary
Physics in Misskey's Bubble Game and `physics.ts` were likely meant to run consistently across devices and screens, but instead they run faster at higher frame rates.
This was first br…
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I just want to mention this physics engine that I think is good, but it's not mentioned in your wiki.
https://raisim.com/
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With every frame, calculate forces
then calculate new position based on these forces
zfxd updated
6 months ago
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**Original report ([archived issue](https://osrf-migration.github.io/gazebo-gh-pages/#!/osrf/gazebo/issues/961)) by Steve Peters (Bitbucket: [Steven Peters](https://bitbucket.org/%7B2ccfed09-18b8-4921…
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This can lead to the final composition being off. Don't know if the unity engine physics can run deterministic. But sounds like a great rabbit hole to me!
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I was pleasantly surprised that this library has a Godot demo (actually two!). So is it possible to add better support for Godot?
Godot allows the addition of a third-party physics engine via GDExt…
scgm0 updated
2 months ago
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