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Physics #6
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- Changes to the core event loop - Changes to TimedEvents - Adds onNextTick - Changes to the snapshot system - Introduction of QuaternionSignal snapshots - Fixes Vector.copy and Quaternion.copy - Fixes Quaternion constructor - Changes Quaternion.add and mul - Multiple changes to Object3D Many of these arose as a requirement for #6
It doesn't yet... but with onNextTick and the Snapshot the values can be fetched |
- Fixes types - Fixes bugs - Changes warnings - Improves the plugin interface - Improves comments - Improves tests
An impulse/ Matrix based solver would be a nice addition. Help needed.
would be of huge help
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The size (SLOC) of the physics solver alone is making me consider splitting up volts into multiple files that later get packed. Downside would be modifying things across 'compiled' versions would be hard, making modifying things inside of Spark difficult
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Add notes to optimize in the future. Use the unoptimized code to iterate and write tests, later come back and optimize it
Update:
The current plan is to add a high performance physics engine within Volts itself. Complete with gravity, collisions, and more.
usePhysics
should take care of collision detection and response all on it's own. While being moderately fast.The objective:
Tasks:
Read the old issue by clicking on the arrow. Note that this is no longer the objective
Add a method that binds the current code base to other libraries such as Oimo.js, Cannon.js, or others.Ideally physics would be its own separate script that can be loaded & bound as needed, in order to not have huge amounts of unused code; which adds to size and initial load times (I don't know the extent to which the latter is a significant issue)
This issue will probably stay
on hold
until:The BoundingBox signal works properlyVOLTS itself is more robustThe TransformSignal bug is addressedThe text was updated successfully, but these errors were encountered: