Erin Catto
Erin Catto
I'd like to get this in for v3.1. However Rollback might be v3.2. It is a big feature.
Complex number nlerp is accurate to ~4 degrees while quaternion nlerp is accurate to ~1 degree. Investigate switching to a 2D quaternion for v3.2
I think this will make rotation more expensive. The current setup is basically matrix time vector, which is faster than quaternion rotation. Doesn't seem to be worth the trade-off.
I think gears should just be geometry now. Pulleys could use chains like the gate demo.
https://matthias-research.github.io/pages/publications/cableJoints.pdf
Option for text, add these two functions to my imgui_user.xxx ```c void ScreenText( const ImVec2& Pos, ImU32 Col, const char* Format, ... ) { va_list Args; va_start( Args, Format );...
Jolt uses a lot of locks internally and was setup this way to deal with legacy game code that was not designed for multithreading. I suggest an ECS approach to...
Anyone can implement an ECS. It is not complex, it just means thinking carefully about your update loop. https://gdcvault.com/play/1024001/-Overwatch-Gameplay-Architecture-and
This page suggests a way to handle _mm_pause in WASM. https://emscripten.org/docs/porting/simd.html
The miniaudio solution has a lot of stuff. I'll be trying to build on Emscripten soon and will investigate.