reactphysics3d
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Open source C++ physics engine library in 3D
Hi, I recently started learning your engine - pretty cool so far! I was wondering if it is possible to set a cone limit that is not centered on the...
This is causing tons of memory errors right away just trying to create PhysicsCommon. Has this library been tested on 64-bit at all?
`PhysicsWorld::mIsDebugRenderingEnabled` is never explicitely initialized to a default value.
Comparing if an uint8 is less than 256 is always true so therefore a potential bug. At least one example is comparisons with NB_MAX_CONTACT_POINTS_IN_POTENTIAL_MANIFOLD. In general, eliminating all compiler warnings...
Hi! Following what was fixed [here](https://github.com/DanielChappuis/reactphysics3d/issues/192) I'm trying to test a collision between two bodies composed of several cubes using the TestOverlap method, but I'm getting an assertion error on...
Are there any plans to have more collision shapes like cylinder and cone? For example Jitter physics provides cylinder, cone and minkowski sum shapes, each of them being just few...
Hello, Great project! Thanks for sharing! I want to ask you whether you have made some comparisons with other libraries. For example: - Physics quality and speed compared to Bullet...
When using react physics via CMake Fetch Content, there are tons of compiler warnings. The main issue is type mismatch, for example containers return `size_t` which is later needed in...
Currently the balanceSubTreeAtNode() method in DynamicAABBTree determines which node to transfer from one branch to the other purely by the height of the node. Where the nodes are of equal...
I'm getting started with ReactPhysics3D as an experiment, and I would like to know if it allows (or will allow) to create collision shapes from a separate thread, without blocking...