reactphysics3d
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Open source C++ physics engine library in 3D
Not really an issue or bug, just wanted to share some work I did on visualization over the weekend. Here's a video of a path traced animation of spheres falling...
Thanks for the wonderful project. I was analysing the code out of curiosity and found that the underlying math does not use the advantages of SIMD and Vector co-processors in...
No reason to have copy constructor or other constructors deleted for this class. Since these constraints prevent me from passing an instance of this class to other functions, I'd like...
**Problem:** The current implementation of testOverlap and testCollision require a CollisionBody* argument. This means that currently, in order to get all collision objects in some area we're required to make...
I have two rigid bodies on a scene, a box (dynamic type) and a floor (static type).  When I call `physicsWorld->destroyRigidBody(floorRigidBodyPtr) ` the box colliding with the floor should...
Morning. It's been a while since I last used RP3D - last time it was not possible to fully clone a dworld, I'm wondering if it was added as a...
Hi there, This change adds a boolean state on `CollisionBody` and 2 methods for a setter/getter, which controls whether or not to compute debug lines on a particular collision body....
Hey Daniel, Thanks for your work on this library. I tried comparing the performance of ReactPhysics3D against [Rapier3D](https://rapier.rs/), a physics engine written in Rust. My results show that Rapier3D is...
Hello, is there any way doing something like `sphereCast(radius, startPoint, endPoint, &castCallback)`? I mean you can try to simulate it using `capsule overlap` but you'll get wrong contact points then...