Daniel Chappuis
Daniel Chappuis
Thanks for your feedback. First, I am about to release the next version (0.7.0) of ReactPhysics3D very soon. In this new version, the collision detection is more robust and the...
> I see ReactPhysics3D does the same, but it seems that it would also not be safe due to the use of `PhysicsCommon`. Yes ReactPhysics3D does the same. Currently, multi-threading...
> Is it planned for something like this to be possible in the future? I think I would need to work on this when implementing multi-threading. This is not planned...
Thanks a lot for sharing this. The article from Roblox looks very interesting. It seems to be quite a custom technique for voxel-terrain collision detection. I do not plan to...
In the code you posted, at the first line you create a transform with zero position, then you add a collision shape to the body using this transform but you...
Thanks a lot for your reply. I am not saying it's not a bug, I am just saying that I do not have enough information to reproduce it on my...
It looks interesting. Thanks a lot.
Hello, I have not really made comparisons with other physics engines yet. I have already started to add ReactPhysics3D into the [PEEL Framework](https://github.com/Pierre-Terdiman/PEEL) of Pierre Terdiman that is very useful...
I never tried exactly the scenario you describe but it should be possible. At the moment, you can set angle/distance limits to the joints but not the force. Maybe I...
I don't have any specific motivations except that I really enjoy working on this physics library. I have not started this project because I thought that Bullet or any other...