Ian Qvist
Ian Qvist
Just some general code cleanup: - Fixed 2 spelling mistakes printed in the console - Removed redundant qualifiers, namespace usings and type specifiers - Changed subclasses such as `UnicodeEncoding.Unicode.GetString()` to...
XorShift is a simple alternative to the built-in Random class in C#, which provide better performance and randomness. I benchmarked the RNG implementations of Math.net as seen in the picture....
Currently Velcro Physics makes use of a zero-copy optimization when using the MonoGame framework. It is best illustrated with an example: When you want to use Velcro in your MonoGame...
One of the things I did in FPE was to remove Box2D blueprints and simplify the engine to use a factory pattern instead. In Box2d, it is like this: ```csharp...
To simplify the code, Velcro Physics uses simple lists instead of the linked lists Box2D uses. However, operations such as Contains() and Remove() on List are O(n) operations, which slows...
When we register a fixture to a body, it's shape's density has to be taken into account. We do this by iterating ALL shapes again and resetting the mass data....
There is already collision filters on fixtures, and bodies contain collision filters as a wrapper for it's fixtures. This proposal is about creating a filter for bodies much like there...
Polygons are generic and always calculate their normals and centroid. However, sometimes we know a shape is symmetric on both axis, we can therefore quickly just set the normals and...
When updating rotation or position of a body, we copy over more data than needed, as well as finding contacts multiple times. Using these properties are therefore slow compared to...
Move it to ContactManager right next to ShouldCollide for fixtures. See if there is an optimization for the O(n) check on joints.