Aevyrie
Aevyrie
Hey, this is a cool use case. I don't think implementing this would be particularly difficult, but I'm not sure the best way to do it without hurting performance in...
Wow, it actually worked 😆! That's good to know; I might be able to make use of that in an implementation. Let's keep this issue open in the meantime.
> Not sure how you plan to implement this but one version of snap to grid functionality I always liked was the one Second Life uses where you don't snap...
That's cool! We will probably start with a very simple snapping mode (on/off, configurable snap distance), which can be built upon.
Thanks for the PR. > Spamming errors greatly reduces the usability of a library, if every second, up to 500 errors are printed in the console, it is as good...
My position on this is: - Batching warnings can make debugging more difficult. It's not obvious or expected that errors should get swallowed up like this, nor is it commonly...
> The main point worth addressing explicitly at this point is "nursery crate owners get scoped merge rights". Why should contributors going through the nursery process get merge rights, when...
Thank you @paxsethorld. I don't have the bandwidth for a review, but don't hesitate to refine this PR, we will almost certainly want to merge this eventually. 🙂
I haven't worked on this, no. At this point, I assumed most people with the need for perf would graduate to using rapier anyway. It might be worth implementing though,...
Thanks for the details. > the BVH has to be built for everything, whereas a real game at this scale would likely have some form of instancing. If the BVH...