Closed denisjarus closed 8 years ago
Nice! Curious how you caught that?
Well, I just need a javascript physics engine, so I was looking for any that I could like. Hate using things without understanding how they work inside. Hate needlessly overcomplicated architecture or unreadable code, I'm kinda hard to please. This is why I often end up creating my own solutions and I certainly hate myself for that. But because of that, I know how graphics engines and physics engines do, or at least, should do their job. So I was inspecting PointConstraint class, checking if all the math and logic is alright and found that little typo. Thought it was my duty as a programmer to fix it and fire a pull request, because it was somewhat unlikely someone else would ever notice such a bug any time soon. Happy to help, the engine is great and is the only one I've seen which handles concave mesh / primitive collision the right way, through gjk with bvh acceleration. Still thinking if I should just use GoblinPhysics or does the dropped dependency for glMatrix bothers me too much (see, I do trust those guys and I've even dropped my own oop-style math solution for theirs in my 3D graphics engine recently)
Well, thanks again for catching it and submitting the PR. I ended up moving away from glMatrix as the OOP math approach became faster in v8 / SpiderMonkey and people are more familiar using the .xyz
format over [012]
. Hope you find something you like, and Goblin code is zlib license so you can pull any bits of if you like into another project.
It's just too bad you have to use two math solutions in a project with graphics and physics engines. One might lack something the other has, and additional processing time is spent converting data between them.
PointConstraint object_b jacobian fix