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2D and 3D physics engine based on Extended Position Based Dynamics for Bevy.

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When porting some buoyancy mechanics from Rapier to XPBD I encountered an issue with a multi collider/rigid body setup with fixed joints (conceptually a raft with pontoons in each corner)....

C-Bug
A-Dynamics

I've uncountered some interesting collision handling behaviour and I am not sure if it is an error on my part, or a bug in `bevy_xpbd`. I have entities that have...

A-Collision

Request: Implement a component for entities to include to allow for large worlds to work with the physics simulation without dealing with precision errors. Example: Create a component using https://docs.rs/bevy/latest/bevy/prelude/struct.IVec3.html...

C-Enhancement
A-Collision

I've encountered an issue in the Bevy XPBD 3D plugin where applying a negative scale to an entity's transform seems to prevent its collider from interacting as expected. Specifically, when...

bug
collision detection

Would be nice since some use cases require a Sensor to be removed/added a lot.

C-Enhancement
C-Performance

brought this up in [discord](https://discord.com/channels/691052431525675048/1124043933886976171/1187493835354427483), just wanted to make some solid tracking for it :) from discord: ```rust // Every mesh in the scene will have a cuboid collider AsyncSceneCollider::from_collider(Collider::cuboid(1.0,...

enhancement
collision detection

### Discussed in https://github.com/Jondolf/bevy_xpbd/discussions/259 Originally posted by **dafteran4** November 21, 2023 Is there a way to disable collisions between bodies that are connected with a joint? I am reading through...

A-Collision
A-Dynamics

Approaching the corner of the dynamic bodies either sinks the body or yeets it across the screen. Doesn't happen consistently. ![leg_day](https://github.com/Jondolf/bevy_xpbd/assets/17273703/d03468a6-13ca-4d0f-ac36-0e78a5fe54b2) Here're my system specs in case that's relevant: `SystemInfo...

C-Bug
C-Examples

https://github.com/Jondolf/bevy_xpbd/assets/40173605/327633fd-fa88-441f-9281-9ca4370a883c When this situation occurs, the movement of the sphere feels a bit exaggerated. Is there an efficient way to limit this? I'm using the following approach to limit it:...

question

# Objective Currently, the following names are used for raycasting/shapecasting methods: - `cast_ray` - `ray_hits` - `ray_hits_callback` - `cast_shape` - `shape_hits` - `shape_hits_callback` While these are fine, they could be...

A-Spatial-Query