Mikael Hermansson
Mikael Hermansson
> while the default engine (running on a separate thread) works perfectly What about Godot Physics without running it on a separate thread?
Interesting. Any chance you'd be able to provide some kind of repro project/scene?
@jrouwe I realize there's not a lot to go by here, but do you have any theories as to what kind of circumstances could be causing the `SolveVelocityConstraints` job to...
It doesn't sound like there's any obvious culprit here. @felipejfc Any chance you could construct some type of minimal repro project that mimics the setup in your actual project? It's...
@felipejfc Were you ever able to create some sort of minimal repro for this?
Closing this as "cannot reproduce". Note that this extension has now been merged into Godot in the form of an engine module, where the `physics/3d/run_on_separate_thread` project setting is supported. If...
@jrouwe I noticed that `JPH::BodyInterface::RemoveBody` blows up with a segfault if you pass a not-yet-added `JPH::BodyID` to it, which I guess is fair enough, and not something I intended to...
> `JoltSoftBody3D::set_is_sleeping` is calling `ActivateBody`/`DeactivateBody` which will not work, I think you want to implement this similar to `JoltBody3D::set_is_sleeping` Oops. I forgot about that one. > `JoltSoftBody3D::apply_central_force` is unsafe as...
> Make sure to wake up the body as in JoltBody3D Yes, for sure. > Consider an object held up by constant forces. You'd want the body to be able...
> If I were to fall back to a dynamic allocation for this case then there wouldn't be any correctness issues. Ah, you meant replace the assert with a functioning...