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Open source C++ physics engine library in 3D

Results 116 reactphysics3d issues
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Hi again! For a while I've been running in to an issue with seemingly random crashes when allocating or freeing memory. I think I've finally tracked it down to having...

enhancement

Can I use two different dworlds from the same PhysicsCommon on different threads with no mutexing?

question

I'd like to find all objects within a sphere in the dworld. Best way I've found is to PhysicsWorld::testOverlap but that involves adding a CollisionShape to a Body to get...

question

ConvexMeshShape colliders don't collide properly overlap/go through each others. I have an example here with a mesh shaped like a wedge that I generated in blender. I made sure there...

Hi there, I am actualmente using this library but I am having lots of troqueles with trying to a) Making an object jump b) Trying to make a camera inside...

Hi Daniel. I read the issues and discussions with themes about thread safety, and you said that reactphysics3d is not thread safe currently and does not support multithreading yet. And,...

question

Good day, before adopting reactphysics3d in my projects , I'd like to know if it is possibile to create a convex shape as a collison mesh for each node of...

question

// in TriangleShape::raycast const decimal sign = (localHitPoint - ray.point1).dot(pq) > FLT_MIN ? 1.0f : -1.0f; // hitFraction must multiply sign here, sometimes the point is not on the ray...

Here is my code for creating a convex mesh: ```cpp void Entity::createConvexMesh() { reactphysics3d::Transform transform = reactphysics3d::Transform::identity(); body = scene_p->physicsWorld->createRigidBody(transform); vec3 *evertices = (vec3 *)(*this).operator()(EntityQuanta::Vertex); ivec3 *eindices = (ivec3 *)(*this).operator()(EntityQuanta::Indice);...

Hey, my question is a bit of an odd one. Is it possible to, for example, vertically scale all physics objects? I'm trying to recreate physics of a fairly old...

question