Stefan Hedman
Stefan Hedman
Hello! Try to choose a coefficient so your physics objects are around 1 meter in size. This is what p2 is optimized for.
You could probably just add and use your own broadphase class. Extend the broadphase class (just like SAPBroadphase does) and then pass it to the World like this: ``` var...
Hi, We all want the overlap to be as small as possible :) Even thought the stiffness has a role in this problem, the time step size is probably worse....
That can be fixed (to some extent) by tweaking stiffness + relaxation + contactSkinSize of the contact materials. Reducing gravity also helps. Stacking problems are difficult to solve perfectly.
The position property is the center of mass of the body. I guess you could call it "the middle". In sprite based games you would subtract the half width and...
Sounds cool! What shape intersections do you plan to implement? I guess circle is the easiest one to start with? I haven't worked much with bezier math... How can you...
It probably is. I see two possible ways to solve it. Either keep it as it is, and the collision groups/masks can be added to each convex shape created by...
Both options are good! But I think the latter would be the best. It would make build sizes smaller if the poly-decomp library could be moved away from the Body...
Probably possible... I guess figuring out a good data layout is a good start. The current position and angle properties in Body could be replaced with a float32x4 instance, filling...
I made a prototype similar to the p2.js API using SIMD. What I found is that the SIMD version does not run faster than a scalar version. I'm a bit...