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Open source C++ physics engine library in 3D

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Hi, I have a class of less important objects which I do not need as much simulation accuracy on. Is it possible to tick those "more cheaply"? Thanks

question

Hi, I have a humanoid entity in my application and I am modelling the collision for it using an RP3D sphere, and I am happy with how it feels to...

question

After upgrading to 0.10.0, destroying a newly created empty world causes an assertion failure: ``` rp3d::PhysicsCommon common; auto* world = common.createPhysicsWorld(); common.destroyPhysicsWorld(world); ``` Assertion failed: (size > 0), function release,...

ucrtbased.dll!00007ffe875dedc5() Unknown ucrtbased.dll!00007ffe875debe3() Unknown ucrtbased.dll!00007ffe875e18af() Unknown > reactphysics3d.dll!reactphysics3d::OverlappingPairs::setNeedToTestOverlap(unsigned __int64 pairId, bool needToTestOverlap) Line 451 C++ reactphysics3d.dll!reactphysics3d::CollisionDetectionSystem::notifyOverlappingPairsToTestOverlap(reactphysics3d::Collider * collider) Line 802 C++ reactphysics3d.dll!reactphysics3d::BroadPhaseSystem::addMovedCollider(int broadPhaseID, reactphysics3d::Collider * collider) Line 203 C++ reactphysics3d.dll!reactphysics3d::BroadPhaseSystem::updateColliderInternal(int...

I got a segmentation fault if I didn't add any RigidBodies when PhysicsCommon's destructor ran. In the allocator release there is an assert for size > 0.

I'm trying to use Irrlicht to generate the bounding box since Irrlicht makes rectangles that more closely resemble the mesh. Since this can't do rectanlges, I'm trying to make it...

Hi, I was reading through the code of `reactphysics3d`, when I came across the following constructor: ``` Array(MemoryAllocator& allocator, uint64 capacity = 0) : mBuffer(nullptr), mSize(0), mCapacity(0), mAllocator(allocator) ``` Why...

HeapAllocator.cpp line 220 assert(size > 0); If I destroy the PhysicsWorld without allocating any objects to it, I will get an error on that part. This is my code: physicsCommon.createPhysicsWorld();...

in water dynamics such as ocean simulation, things like boats are floating in the water while something like a rock can fall through. or, when a character wants to swim,...

new feature

hello, it should be possible for reactphysics to have character controllers. this feature could be used to create player movements as a kinematic body while having other collisions as a...

new feature