liabru

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Yeah you could cap the body velocity in the engine update event quite easily. Either way, the CCD code will get merged soon after I finish work on #213 so...

> I tried using the new build with the CCD code and setting continuous to 2 on all the bodies, but they're still going through walls / the boundary. What...

Unfortunately there were some issues with this initial approach after a bunch of testing. I've got a new approach I'm working on though which should be simpler and more performant...

I have a partially working solution in a branch I've not yet pushed, but it still has some major issues. It's a tricky one. Maybe I should push it if...

The simplest solution if you need fast moving or thin bodies is to sub-step, it's robust and not all that expensive now and you get higher quality results all round....

@Anatoly03 see the last point in https://github.com/liabru/matter-js/issues/5#issuecomment-1050738814 about raycasting - to avoid some of the worst cases that approach seems reasonable (especially for user controlled bodies), but generally difficult to...

I think definitely use your own wrapper object with a property e.g. `entity.body` and `entity.someFlag`, especially if your project is strictly typed, but for a back reference you can use...

Looks like you need to set up `poly-decomp` library as these will need to be decomposed, see docs for [Bodies.fromVertices](https://brm.io/matter-js/docs/classes/Bodies.html#method_fromVertices) for info on that (check the examples too).

I think what you should do is use a single `Bodies.fromVertices(x, y, vertexSets...)` at the end and instead pass each part as an element of `vertexSets`, since `Body.create` doesn't do...

I think it might be that since `vertexSets` is an array it would be more like `[svgOne, svgTwo]`?