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2 and 3-dimensional rigid body physics engine for Rust.

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When playing around with the ragdoll3d example I repeatedly managed to cause crashes by dragging dolls around for a while (usually within a minute). I've tried to determine exactly what's...

bug
P-high

Over time, `ColliderWorld.colliders_w_parent` can become filled with duplicate collider IDs, leading to significant slowdown. I have fixed this in my fork by changing `colliders_w_parent` to a HashSet. I can submit...

Follow-up of our discussion on discord: I'm making a top-down 2d tile game, which requires basic collisions and movement mechanics. When a kinematic/dynamic object collides with another dynamic object, since...

Processing bodies generically (for example, in a force generator) may requires access to body part specific information, such as center of mass. Presently there doesn't appear to be any way...

See the related thread on the [forum](http://users.nphysics.org/t/is-it-possible-to-create-world-snapshots).

This issues provides a coarse description of a potential solution for simplifying the integration of nphysics into an ECS. Current solutions can be found on various small games: [stacked-worlds](https://github.com/andreivasiliu/stacked-worlds) and...

enhancement

The collision world has to be notified that the object size changed in order to update its collision status. Also, `nphysics` has to wake up the object if this modifies...

bug
P-medium

It would be useful to support bodies that have restitution and friction per-shape for bodies with compound shapes. ncollide's `TriMesh` already stores uv coordinates, so you could conceivably even have...

enhancement
P-low

Changing the position of a static body using `set_transformation` and related methods has no apparent effect, as its position in the collision world remains unchanged. A simple workaround is to...

bug
good first issue
P-medium

Hi! I miss something, or ray doesn't intersect static rigidbodies? Sample code: ``` extern crate nalgebra; extern crate ncollide; extern crate nphysics2d; use nphysics2d::object::RigidBody; use nphysics2d::world::World; use ncollide::shape::Ball; use ncollide::world::CollisionGroups;...

bug
P-medium