GoblinPhysics
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Collision Detection & Response in JavaScript
Hey, @chandlerprall. I love your Goblin Physics ❤️ Unfortunately I identified a problem today (master and 0.10). I created two Goblin.RigidBody: 1. MeshShape() 2. CompoundShape() Both RigidBody are created correctly...
Is this still being worked on? It looks really promising! I like how simple it is to get this up and running with three js. Can I up vote `More...
I'm a little new to 3d/physics, but I made a triangular prism and added it to the scene and the array of goblin objects with the exampleutils, everything works completely...
`force` is directly added to `accumulated_force` when the torque should be factored out
Currently the `endContact` event only fires when all contacts in a manifold are gone, not just when a single contact ends.
Today there is `endContact`, when all points in a contact manifold are gone there should be an additional `noContact` event.
The camera in the various demos (for instance, http://www.goblinphysics.com/examples/constraint-revolute.html) rotates in weird ways because the default "default Euler order" is set to "XYZ" in Three.js. By adding: ``` THREE.Euler.DefaultOrder =...
In need of a better way to handle `all_constraints`, `contact_constraints`, and `friction_constraints`. Probably some kind of tree structure to make lookups O(log n) and keep O(n) for processing