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Hello community!
Could you provide binding to ReactPhysics3D physics engine? The engine is open source and has good documentation. API is simple and codebase looks clean (I don't know C++). Of cour…
ghost updated
2 years ago
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Hello, I have a very strange problem. So when I create a cube dynamic rigidbody that is centered at the origin, everything works amazingly. If the static floor is inside it, it will pop out. If the bo…
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Hey, great stuff you have here!
I wanted to try to prototype a Holographic Remoting integration to the project, but had problems actually starting and contributing.
How do I build the actual St…
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It's been ca. 2 years since the first roadmap [came into play](https://github.com/minetest/minetest/pull/10536). Considering that priorities could be different compared to two years ago, **please list…
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I'm trying to add FPS controls and need to check when the player is touching the floor. Level is a ConcaveMesh and a raycast didn't work on the flat-plane I was testing on
It's not a massive proble…
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I wanted to use a RigidBody with a trigger collider in my project, but whenever I create a dynamic body and call `myCollider->setIsTrigger(true)`, the program crashes on collision with another object …
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reactphysics3d doesn't build cleanly in 64-bit mode. There seems to be a lot of code that assumes `sizeof(size_t) == sizeof(int)`.
Warnings generated by MSVC building for x64:
```
C:\Build\Exte…
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reactphysics3d triggers the MSVC warning C4099.
Totally valid C++ but Microsoft's name mangling can make this an issue.
```
C:\Build\External\reactphysics3d-src\include\reactphysics3d\collision…
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With warnings fully enabled, which reactphysics3d does indiscriminately (#220), a number of "unreferenced parameter" warnings are raised (v8.0.0 tag).
Warnings from MSVC:
```
C:\Build\External\…
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Hi,
Trying to compile from source as an embedded library within my project. The system is Windows 11, using MSVC CXX17 and C11 compilers. The build breaks as it is looking for unistd.h a posix file…