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Open AndreaCatania opened this issue 5 years ago • 2 comments

While checking the code today I saw that during the physical world creation is not possible to specify the various internal parts (like the collision detection algortim dispatcher, the broad phase, the solver and so on) that the engine will use to perform its operation.

In bullet physics engine you have to initialize each part of the engine during the world creation. For example this allow to inject an extended version of the default solver with particular capabilities that are not needed by a general purpose physics engine.

If this is not possible to do in nphysics right now, do you think that you will be ever interested in exposing all part of the engine to allow this kind of extensions?

AndreaCatania avatar Jun 12 '19 19:06 AndreaCatania

Hi! Yes, this is something that we intend to allow in the future. I'm currently modifying the design of the ncollide crate (used by nphysics for collision detection) to expose its parts explicitly (broad-phase, narrow-phase, collision object set, and contact graph). If the design ends up working well, I intend to do something similar for the nphysics World.

sebcrozet avatar Jun 13 '19 21:06 sebcrozet

Awesome thanks!

On Thu, Jun 13, 2019, 23:51 Sébastien Crozet [email protected] wrote:

Hi! Yes, this is something that we intend to allow in the future. I'm currently modifying the design of the ncollide crate (used by nphysics for collision detection) to expose its parts explicitly (broad-phase, narrow-phase, collision object set, and contact graph). If the design ends up working well, I intend to do something similar for the nphysics World.

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AndreaCatania avatar Jun 14 '19 06:06 AndreaCatania