erlend_sh: We don’t have a real use case for physics yet but we were thinking we could do something like what they do in StarCraft2: only when a unit dies does it become a ragdoll physics object. Without collision to living units
jaynus: So for the physics portion of things, that I included for a case of:
We need a system that is basically updating all components of a given type almost every frame
erlend_sh: Hmm okay. Would the best thing be to replace our naive collision implementation will full blown nphysics then?
Even though it’d be a bit overkill for our current needs, it’s something we’d want to have eventually anyways
jaynus: Eh, I think thats up to you if your actually planning to go that direction.
Worst case that one is a very easy implementation of "EcsBenchmarkSyncSystem"
that we just write for the test
We're welcome to ideas for what a minimal use case of specs-nphysics (as per the requirements in bold above) might look like for Evoli.
We're welcome to ideas for what a minimal use case of specs-nphysics (as per the requirements in bold above) might look like for Evoli.