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When using `Collider::convex_mesh()`, I seem to consistently get a center of mass "outside" the shape, causing the resulting body to behave incorrectly. The following is a simple repro case with a reg…
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It would be nice to have an option to use Rapider 2D instead of 3D for applications that only need 2D physics, even if they use 3D graphics (think RTS, MOBA games, or 2D platformers with 3D graphics..…
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When I query for intersectionsWithRay on an empty ColliderSet, I get the following RuntimeError:
```
cb4a7832f88eb109b422.module.wasm:0x109724 Uncaught RuntimeError: unreachable
at http://loc…
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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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[Minimal reproduction](https://gist.github.com/rodolphito/1c524f734cc109946f12a4294a2f5b5e)
I think there might be some scheduling weirdness with the default rapier3d setup, it seems that angular v…
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I have a rigid body:
```
{ rigidBodies[props.index] = el; ref.current = el; }}>
...
```
If I change `props.physicsType` to "dynamic" (from "kinematicPosition"), the RB does not become dynami…
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Bevy should have a backend agnostic physics api
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hi,
could you update the code to bevy 0.14.1
```
[dependencies]
bevy = "0.14.1"
bevy_rapier3d = "0.27"
anyhow = "1.0.86"
thiserror = "1.0.63"
log = "0.4.22"
bevy-inspector-egui = { version …
ds2k5 updated
3 weeks ago
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Quick start and Physic Integration Documents for Rapier3d.
The steps will be almost the same.
Or, maybe using a single document and code to show both integrations.
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I get
```
src\query\nonlinear_time_of_impact\nonlinear_time_of_impact_support_map_support_map.rs:201:40:
internal error: entered unreachable code
```
This should not happen. it's rather hard t…