bevy_xpbd
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2D and 3D physics engine based on Extended Position Based Dynamics for Bevy.
I am working on something with bevy that is not a game. We have no real need for physics, but we do need spatial query. Would there be interest and...
Was tinkering around and was trying to make a ball bounce infinitely. Usually, you can accomplish this by just setting the restitution to 1 and the calculation to max. However,...
1. create a small cube and an infinite plane 2. wait until cube settles down and sleeps 3. throw it into the air with bevy_inspector_egui after it comes back to...
With very dense colliders / very small inverse masses, the inverse mass sum was < EPSILON, and I was getting no collision response. Slow dynamic bodies with a high mass...
After your [contacts](https://github.com/Jondolf/bevy_xpbd/pull/169) PR, I saw you went with the method of doing this for function arguments: ```rs position1: impl Into, rotation1: impl Into, // ... ``` In `pipeline.rs` (and...
Is there a way to manually mutate the `Rotation` component? Looking at the [methods](https://docs.rs/bevy_xpbd_2d/latest/bevy_xpbd_2d/components/struct.Rotation.html), it looks like that they all just return new structs. Is there a way to actually...
Future features in the readme lists Collision Filtering as something not yet implemented and I would like to get the ball rolling if possible. ### Topics discussed in the xpbd...
This is most likely an issue in Parry. See https://github.com/dimforge/parry/issues/166.
This is a useful primitive, that can be checked much more quickly (and accurately) than the equivalent polyline or convex hull. It's also a vital component of slime volleyball!
 I use `DistanceJoint` to connect hair joints. When I move the model's root entity, the hair will not be affected. But when I change the rotation, it does have...