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2D physics header-only library for videogames developed in C using raylib library.

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Whenever I use Physac, the CPU goes up to 40% (and when i'm not calling InitPhysics() it goes back to normal). Any fix for this?

Related issues: https://github.com/raysan5/raylib/issues/485 and https://github.com/raysan5/raylib/issues/486 As stated by another user by mail, those issues seem related to: > ...when you call reset the code is still running in the thread......

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When running a small test with 100 colliding circles, the performance is extremely slow. Profiling shows that 99% of the cpu time is consumed by the FindAvailableManifoldIndex() function. It seems...

When using the built-in pthreads functions, the return type of PhysicsLoop isn't used. However I'm trying to use SDL_CreateThread which expects the function to return an `int`. Could this be...

PhysicsBody -> isGrounded blinks when its on a ground. I'm trying to link idle animation on body-> isGrouned, but it works not that I expected You can see this behavior...

I'm trying to achieve perfectly elastic collisions by setting the restitution of the ball and the floor to 1 in the restitution example but the ball does not behave elastically....

The QueryPerformance* functions and GetCurrentTime function both conflict with things defined in certain windows headers