Jonathan Cornaz
Jonathan Cornaz
> Collision is logged but ball disappears from screen (without actually colliding). Due to the fast angular velocity, the body gets moved along the z-axis. I am not sure of...
> In my other reply I have been mentioning the 3d scenario, in which I have exactly the same problem. Can you please provide more information? At least a full...
There is none... Yet. Currently you pick the components you need, and only that. We could potentially add bundle types. Though, I am not yet sure what to provide exactly....
As I just said above, yes we could potentially add a "bundle" type. But I am still not so sure about which components it should contain. Should it be `RigidBody`...
> As I said, the onli components for that bundle would be various colliders, no rigidbody, just various colliders That doesn't make sense to me. I assume that by "collider"...
> Well then how to add collision to a tilemap Insert a `RigidBody` (probably the `Static` variant) and a `CollisionShape` component to each tile entity that should have collision. Depending...
Sounds good to me. Thanks for the suggestion and for taking a look at it :-)
> Should the mass be 0 when automatically inserted or be computed using a density of 1, as rapier does it? Ideally, It should be the mass of the rapier...
Yes, I aggree. But sadly that's rapier behavior. And I'm not eager to solve this problem in `heron`. I'd rather see it solved in `rapier` first, and then add the...
> With `RigidBody::KinematicVelocityBased`, it detects collisions, but doesn't stop on them and falls right through them. That's expected behavior. If it is kinematic, it means you are controlling the movement,...