liabru
liabru
@landgreen thanks for the confirmation, I had been unsure about that fix but that's a great sign if it's working out in your game (nice updates too!)
Thanks for sharing, but does this work? I ask because `body.velocity` is technically _read only_ - the engine uses position Verlet meaning velocity is implicit to changes in _position_ (see...
It's a pretty big feature to implement really, I've played around with some ideas for this but I've not yet got much working. It's a tricky one. I'm considering implementing...
@slaskis I remember playing with cubeslam, awesome project! Thanks for the info. I actually played with using SAT for continuous collisions but I couldn't get it working at the time,...
Not yet, I have a work in progress implementation. Depending on your needs, you could try doing some ray casts between updates (e.g. between centroids of bodies moving over a...
@slaskis it is in a very unstable state, I was trying a different approach than using SAT. But it looks like it's not going to be viable, so I'm going...
@IceReaper if the implementation was perfect, then yes you could do a super thin body and it should never let anything through. I'm not sure if a practical implementation will...
I've made some progress on this based on the technique @slaskis mentioned, so far it seems pretty viable. I'll commit it to a branch as soon as it is working...
I've just pushed my implementation to the [ccd branch](https://github.com/liabru/matter-js/tree/ccd). If anybody wants to try it then use the [build](https://github.com/liabru/matter-js/blob/ccd/build/matter.js) on that branch. To use continuous collisions then set the `body.continuous`...
I could look into it, but I can say already that even the 'always' mode is very performant. Though it changes the behaviour of a lot of the demos because...