Mikael Hermansson

Results 188 comments of Mikael Hermansson

> cause that's what I think we're talking about right? Yes! > What also helps is to reduce the number of subdivisions, so if I edit the PlaneMesh and set...

This tracking issue has served its purpose and will now be closed. 🫡 Any remaining work has had new issues created for it.

See jrouwe/JoltPhysics#126.

One important detail to point out is that `WorldBoundaryShape3D` in Godot Physics (and `btStaticPlaneShape` in Bullet) act as proper dividing planes (hence the odd name I guess) rather than just...

Personally I think that sounds like a very pragmatic solution, but I don't speak for the Godot production team. I guess once Jolt is migrated into Godot core `size` could...

> Maybe the existence of this node itself should be the matter of discussion? @Bulatus96 This isn't really the place to have that discussion. Please post your thoughts in godotengine/godot-proposals#7308...

> An idea I had is that we could create an additional object layer and broad phase layer for the WorldBoundaryShape instances. That is a very interesting idea, since I...

> So depending on how many of your current object layers need to be able to support boundary shapes, you potentially would need to double the number of object layers...

I went ahead and prepared all the stuff on my end: #941 I just used a giant `JPH::BoxShape` wrapped in a `JPH::RotatedTranslatedShape` as a proof-of-concept for now. The broadphase layer...

Yes, this is an unfortunate reality right now, due to the way that axis-locking works in Jolt, which differs from how it's implemented in Godot Physics. I've been meaning to...