Alex
Alex
Right, so there is a core library and there is a so called "backend". That backend is basically the renderer. There are many available in the original repo for vulkan,...
Hmm. I just built it and I don't see this error. Also there is no `@babel/helper-regex` module in my `node_modules` folder. From your log, it looks like `@babel/helper-create-regexp-features-plugin` module is...
Hmm, trying to compile Wasm for 0.7.2 (non-compat) and it gives me compilation errors. If the compat version compiles it and embeds as string, maybe this could be related. ...
Lets say you have a wall clock, where the arrow is joined with the clock face with the revolute joint. The target position is a number (radians? can't recall actually)...
Yes, there was a testbed before, but after the Rapier engine got updated, the testbed was not, so at the moment it only has Rapier engine in it. Not really...
There is JS Wasm communication overhead, but it is not significant to be concerned about, unless you are fighting for some microseconds in your frame budget. The much more significant...
Sorry, I'm afraid I am not familiar enough with BabylonJS to give a comparison. Anyhow, this is going offtopic and you probably better ask that on Babylon/PlayCanvas forums.
Speaking of sin and cos, I was using them to find the position of an object in the frame of another object:  But then, I suppose, I am losing...
It works for me. One difference with your code I see is I also set active collision types on the collider: ``` collider.setActiveCollisionTypes(COLLISION_TYPE_ALL); ```
Hmm, not sure what's up... if you could make a PlayCanvas sample project, I could jump in to take a look... otherwise not sure what may be the issue. Next...