rapier
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2D and 3D physics engines focused on performance.
add bug
Made a PR so you can view the bug I am experiencing. Here is the image of how the example looks like: ![image](https://github.com/dimforge/rapier/assets/2369380/98077422-5cc9-4a07-8833-e16aa6f4b3da) What is happening here, I am calling...
Rapier 3d version: `rapier3d = { version = "0.17.2", features = [ "simd-stable" ] }` I'm running this code: ``` pub fn step(&mut self, physics_container: &PhysicsContainer) { let physics_hooks =...
Hi! I was running into a problem with the joint limit. ## Problem description The problem has been mentioned in #378 , but later I found the reason for the...
This example shows a case where points are removed from polygon.(maybe its default behaviour, not sure)
Hello! We're working on a game that has terrain and physics objects. We're using `TriMesh` for representing that terrain currently. We have been having issues with objects falling through the...
In my project I have the origin point located at the top left corn of the window and because of that I'm trying to invert the default up value in...
Running [this example](https://gist.github.com/sconybeare/996f5d45147e23dcf63ce4873cfc8d0c) with debug asserts enabled crashes with an integer overflow during the call to `state.step()` while the query pipeline is updated. The panic message is: ``` $ RUST_BACKTRACE=1...
I am playing with a ball like this ``` commands .spawn(ShapeBundle { path: GeometryBuilder::build_as(&shape), transform: Transform::from_translation(Vec3::new(0., 200., 10.)), ..default() }) .insert(Fill::color(Color::CYAN)) .insert(RigidBody::KinematicPositionBased) .insert(Collider::ball(radius)) .insert(Restitution::coefficient(0.7)) .insert(Velocity::zero()) .insert(ColliderMassProperties::Density(1.)) .insert(Sleeping{ linear_threshold: -1., angular_threshold:...
The docs on collision and solver groups say: "solver_groups is here to prevent contact forces from being computed between some colliders, whereas the collision_groups will also prevent the contact themselves...
### Overview One-way platforms are not supported for the `KinematicCharacterController` because it doesn't depend on the "solver" to resolve collisions. E.g. following the conventional approach and using PhysicsHooks will not...