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It's a fork from react-native's animated, we're now quite far from it, trying to remove complexity, but the principles still hold. Someone who knows RN's nativeDrive could probably implement it...

The emulator isn't going to give great results but using animated without nativedriver on mobile is otherwise fine, depending on the animation of course. We should even be a bit...

yes, under /src/animated. the barebones are all there, though it's a lot less complex now. things like animatedXY don't exist because animatedArray can animate arrays of any length, spring/timing don't...

[It's cross-platform by nature](https://twitter.com/0xca0a/status/1000513216672403456), including react-native. I don't think supporting nativeDriver would be hard to do, we are basically using a cooked down Animated underneath. All nativeDriver does is forward...

Actually, requestanimationframe is exchangeable, see src/animated/Globals.js But not sure if that's the right spot. The main class that holds everything together is animated/Controller.js. In there you'll find the start and...

i agree, it would be more flexible if it's in userland. it is a breaking change though, would require a new major. btw @alexandernanberg your example wouldn't work, you can't...

each hook could bring its own types, and makeapi could maybe take some kind of injection callback so that hooks can add their specific apis?

```jsx function useBody( type: BodyShapeType, fn: BodyFn, inject: (...) => any argFn: ArgFn, deps: any[] = []): Api { ... function makeApi(index?: number): WorkerApi { return { // Specific api...

or a flag that inverts the geometry? would that be hard to realize in cannon?

i believe its really just a loose vector on the object, so it could be overwritten, correct? in that case we could maybe extend makeApi with new updaters.