Chad Engler

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Hey @josephg have you worked on this at all recently? I am using chipmunk-js in a game engine, and am highly interested in a faster and **more up-to-date** js port...

I also have this issue, what is the correct way to test bits of a mask? For example, given a call to `simdpp::mask_float32 m = cmp_eq(a, b)` how can I...

Can't you just change the collision groups of the sync and non-sync ones so they never interact?

Ah, you want the async bodies to be affected by the sync bodies, but not the other way around. Got it.

> Is the control body dynamic or kinematic? Kinematic > Do you set the velocity of it, or position? velocity > Does it have collisions enabled, or is it a...

Just for some historical context, the reason I did it this way was because there actually were GC pause issues with allocating a new object. `reset()` is a hot function...

I always suggest measuring it, a benchmark suite that proves one thing or another is faster is always great.

You should basically only have one place that objects are synchronized with p2. If it is too complicated then you are likely integrating p2 in too many places. Look at...

I think your problem is that you are conflating the physics world and the rendering scene. Units in the physics world and the rendering scene need to be translated between...

:+1: Really cool research and results @schteppe, keep up the good work!