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Open source C++ physics engine library in 3D

Results 116 reactphysics3d issues
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If you stack (and balance) a boxshape ontop of a capsule shape laying on it's side, the box falls into the capsule by quite a bit, being pushed out only...

bug

Been doing some performance profiling to see areas I could improve performance. I've found that quite a bit of the time in simulation is spent in swapping components in the...

Further to recent discussions about inertia tensor, I've written a C++ function that given an inertia tensor (actually any symmetric matrix), returns the three eigenvalues in order of size. Feel...

Super quick user question on ReactPhysics3D if you have a time... I'm looking through the RP3D implementation and I notice that the inertia tensor in local space coodinates (ie `mLocalInertiaTensors`),...

question

Implementation for passing external mesh of two bodies and check wether they are colliding or not ??

question

I'm at it again - assert(std::abs(determinant) > MACHINE_EPSILON); is firing: reactphysics3d::Matrix2x2::getInverse(const reactphysics3d::Matrix2x2 * const this) (/home/ian/dev/hedgey/Engine/lib/reactphysics3d/src/mathematics/Matrix2x2.cpp:49) reactphysics3d::SolveHingeJointSystem::solvePositionConstraint(reactphysics3d::SolveHingeJointSystem * const this) (/home/ian/dev/hedgey/Engine/lib/reactphysics3d/src/systems/SolveHingeJointSystem.cpp:697) reactphysics3d::ConstraintSolverSystem::solvePositionConstraints(reactphysics3d::ConstraintSolverSystem * const this) (/home/ian/dev/hedgey/Engine/lib/reactphysics3d/src/systems/ConstraintSolverSystem.cpp:111) reactphysics3d::PhysicsWorld::solvePositionCorrection(reactphysics3d::PhysicsWorld * const this)...

Hey, I'm innocently using ReactPhysics3D and am getting this assert raised... and not sure how to go around debugging it. Ian

How can I query the closest points of the convex objects when they are not colliding using reactphsyics3d?. Any help is really appreciated!!. Thanks.

new feature

Is it possible to add multithreading computation through `std::thread` or CUDA for collision world. Specifically I want to be able to cast rays asynchronously and then wait for the answers...

new feature

Currently, there does not seem to be an option for a `CollisionWorld` to set a boundary frustum such that any bodies that exit that boundary are automatically destroyed. I would...

new feature