Jonathan Cornaz

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thanks for the report, I'll try to look into it. Just a question, you say "at low FPS", how many FPS is that exactly?

Do you configure the [`PhysicsStep`](https://docs.rs/heron/2.2.0/heron/struct.PhysicsSteps.html)? Or is it the default?

> I get the same issue even with high FPS, happens most of the times. You can see the bevy icon going sligthly through the floor. Friction and restitution both...

> In rapier I get the same behaviour, maybe Continuous Collision Detection can fix that but I haven't tested, because rapier seems a lot more complex than heron, I would...

There is no "first-class" abstraction for that. But you may retrieve and mutate the rapier rigid body that is in the `RigidBodySet` resource via the `RigidBodyHandle` that is inserted in...

Yes, I aggree it isn't well documented. I'll write something about that. In short: * The `RigidBodySet` and `ColliderSet` are registerd in the resources * Every rigid body managed by...

> How would one access the RigidBodyBuilder method? For now you have to use rapier directly. So basically, call `RigidBodyBuilder` and `ColliderBuilder` to create the body and collider and add...

> I've tried directly creating the struct, but the fields are private and I can't set them. Ah, oups, sorry. I'll fix that.

Yeah, what I did for the ConvexHull (#60) was more a "work-around" than the actual solution to the present issue. > What do we expect for Heightfield (#62), Cylinder (#63)...

> To be clear: I'm not concerned with the debug renderer. I have a non-debug renderer that also uses this information, so I'd like there to be a public API...