Sometimes it is useful to simulate motion for a single object without updating the entire world. For example, in a networked multiplayer game, it might be necessary for a server to compute the motion of an object thrown by a remote player for several timesteps while time does not otherwise advance, to bring the server's model of the object into sync with the player's client-side prediction.
Rapier already supports computing contact manifolds independently of the progression of time via the QueryPipeline. A complete solution would expand on this with helpers to compute contact resolution forces and to integrate motion, with or without CCD. A higher-level step-like interface that bundles these up might be useful as well, though it's unclear if that might be significantly less flexible.
Sometimes it is useful to simulate motion for a single object without updating the entire world. For example, in a networked multiplayer game, it might be necessary for a server to compute the motion of an object thrown by a remote player for several timesteps while time does not otherwise advance, to bring the server's model of the object into sync with the player's client-side prediction.
Rapier already supports computing contact manifolds independently of the progression of time via the
QueryPipeline
. A complete solution would expand on this with helpers to compute contact resolution forces and to integrate motion, with or without CCD. A higher-levelstep
-like interface that bundles these up might be useful as well, though it's unclear if that might be significantly less flexible.PhysX's immediate mode API is prior art.