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Adding mass and physics materials (used to compute collisions) causes the IK control for the arm to break.
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**Describe the bug**
I'm trying to get rollback + client prediction working using godot-rapier-physics, which requires manually stepping the engine.
The manual stepping itself works fine, but t…
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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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Currently, NorESM has no plans to support several grids that are currently allowed. The workhorse grids for NorESM3 are labeled `nexxnp4.pg3` which cause CAM to run physics on separate, approximately …
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Hi,
In my task, I created 10 contact sensors to detect the collision between robot fingers and objects. However, after training around 60M steps, the simulation always crashed with the following e…
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Now that the Simulation service is generically implemented, we need a way of trying out a Bevy simulation. In order to do this we should create a unit struct called something like `BevySimulator` that…
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### Describe the proposed feature and its relevance to inferencing
Add IREE and Godot Engine demos
### Context or use case
How can we should the world IREE and Godot Engine is cool.
### Pr…
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When the physics simulation is started entities will move around the world, for example, a character will ragdoll.
I could not find an option to reset the entity position to its position/origin fro…
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## Desired behavior
Classic Gazebo provided a Lockstep mode that synchronized the update of physics and sensors -> https://classic.gazebosim.org/tutorials?tut=lockstep_physics_sensors
This…
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We should add a section to the Physics manual to show how to subscribe to the physics tick events in order to mimic what people are used to for `FixedUpdate`.
- This section should [get the simulatio…