bevy_xpbd icon indicating copy to clipboard operation
bevy_xpbd copied to clipboard

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

Results 231 bevy_xpbd issues
Sort by recently updated
recently updated
newest added
trafficstars

All the `bevy_xpbd` components I'm using implement `PartialEq` except for `Collider`. Having `PartialEq` is really useful for various netcode bits that check what's changed in generic systems. `Collider` is a...

enhancement

We should make it possible to configure the default values used for friction and restitution. It's annoying to set each body's friction separately if your world is full of ice,...

enhancement

# Objective Allow to set ignored collisions per entity. ## Solution Added an `IgnoredCollisions` component which is checked in the broad phase to filter out ignored collisions before any detection...

C-Feature
A-Collision

# Objective - https://github.com/Jondolf/avian/issues/438 ## Solution - Introduce a basic collide and slide implementation for a new Kinematic Character Controller example entitled `kinematic_character_cas_3d`. --- ## Changelog > **Note**: You can...

C-Enhancement
A-Character-Controller

# Objective The first-order approximations to quaternion rotations were wrong in a couple of places - rather than the `angular velocity * dt/2` quaternions being purely imaginary they were being...

# Objective I think that #485 wasn't quite the right fix for #474 - applying locked axes to an inertia tensor zeros out one or more of its rows, making...

Copying this [from a discussion we had a while ago on Discord](https://discord.com/channels/691052431525675048/1124043933886976171/1254029309216161802), [this other list](https://discord.com/channels/691052431525675048/1124043933886976171/1243115219757174824), and a [discussion resulting from me creating this issue](https://discord.com/channels/691052431525675048/1124043933886976171/1263156705697464363) While Avian is currently not ready...

C-Tracking-Issue
A-Meta

I created a physics entity and simply forgot to use transform bundle instead of transform. Position and Transform do not sync. It took me almost an hour to work out...

Per my reasoning [here](https://discord.com/channels/691052431525675048/1124043933886976171/1270344315633406002), I personally believe the following to provide the best API: ```rust pub fn plugin(app: &mut App) { app.add_systems(Startup, spawn_zone); app.observe(on_character_entered_zone); } #[derive(Event, CollisionEvent)] struct CharacterEnteredZone {...