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This is an interior and planetary consideration.
Since the intention is to make a top-down game, it doesn't make sense to apply gravity along the Y axis as is default in Rapier2d.
_I believe thi…
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```
bevy = "0.13.2"
bevy_rapier3d = { version = "0.26.0", features = ["enhanced-determinism", "debug-render-3d"] }
```
When spawning a cuboid symmetric about x and z and letting it fall due to g…
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I have a app that do physics simulation of around 10,000 to 1,000,000 balls in a scene. Parallelism seems like a good way to boost performance. I add rapier in `Cargo.toml` like this: `rapier3d = {ver…
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With `@dimforge/rapier3d@0.11.2` as is used in this current repo.
`npm run build` then `npx vite preview` is OK
But if updating to latest `rapier3d@0.12.0`
```
npm install @dimforge/rapier3d…
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The scenario is simple. The samples given translate well to the common type of movements that only utilize bevy. But anything that utilizes rapier and XPBD will certainly be broken.
Since the **fn s…
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Bevy should have a backend agnostic physics api
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Code such as that found at https://docs.rs/bevy_rapier3d/0.11.0/src/bevy_rapier3d/physics/rigid_body_component_set.rs.html#65 is redundant and induces pointless performance overhead
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In the process of updating @react-three/rapier from @dimforge/rapier3d-compat 0.11.2 to 0.12.0 we've noticed a difference in contact force behaviour.
Below is a minimal reproduction. Between 0.11.2…
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## Scenario
I have a simple program that employs 1000 units on screen. Each unit has its own dynamic rigidbody, as well as a collider. On startup, these units are spaced far enough apart that they …
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I have problems with using sensors
So the setup is the following
I have a player character controller, and sensors (HP bonuses)
I tried everything: using QueryFilterFlags.EXCLUDE_SENSORS, using col…