liabru

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This seems to be related to #241. I guess I need to re-think the way that `Common.extend` works, or potentially even stop using it in `create` functions.

@Zodiase did you have any luck with the earlier suggested workaround using `Pairs.clear(engine.pairs)`?

@AliaNeedsHelp I can't reproduce this on any of the examples, can you share the code that shows the issue?

As it stands in a deep collision like this, the position solver does not take in to account relative mass or velocity, it applies that correction equally (the velocity solver...

Working on this again I start to remember why it wasn't originally implemented that way, I'll explain as it's kind of unexpected. By design the position solver only cares about...

The `body.position` is the point the body rotates about, which is the centre of mass by default (in world space). The angle about that point is `body.angle`. Does that help?

How are you creating the bodies? If it's using `Bodies.fromVertices` then the vertices are translated such that their centre of mass is now at the point `body.position`. You can find...

Ah the key for that working is that the _bounding box_ of your original input vertices was aligned to be bottom-right of the origin (0, 0), which is how a...

Can you post some code? How much are you scaling by? One thing to note is that circles are approximated as n-gons and smaller circles are created with less sides,...

@dragonwhites I'm not sure on the context of your use case, but from memory I think most of those functions will be expecting freshly created parts (and related structures), so...